mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
670 lines
23 KiB
C++
670 lines
23 KiB
C++
#include "console/engineAPI.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/bitmap/cubemapSaver.h"
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#include "core/stream/fileStream.h"
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#include "gfx/bitmap/imageUtils.h"
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namespace IBLUtilities
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{
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void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut)
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{
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GFXTransformSaver saver;
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GFXStateBlockRef irrStateBlock;
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ShaderData *irrShaderData;
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GFXShaderRef irrShader = Sim::findObject("IrradianceShader", irrShaderData) ? irrShaderData->getShader() : NULL;
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if (!irrShader)
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{
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Con::errorf("IBLUtilities::GenerateIrradianceMap() - could not find IrradianceShader");
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return;
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}
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GFXShaderConstBufferRef irrConsts = irrShader->allocConstBuffer();
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GFXShaderConstHandle* irrEnvMapSC = irrShader->getShaderConstHandle("$environmentMap");
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GFXShaderConstHandle* irrFaceSC = irrShader->getShaderConstHandle("$face");
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GFXStateBlockDesc desc;
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desc.zEnable = false;
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desc.samplersDefined = true;
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desc.samplers[0].addressModeU = GFXAddressClamp;
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desc.samplers[0].addressModeV = GFXAddressClamp;
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desc.samplers[0].addressModeW = GFXAddressClamp;
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desc.samplers[0].magFilter = GFXTextureFilterLinear;
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desc.samplers[0].minFilter = GFXTextureFilterLinear;
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desc.samplers[0].mipFilter = GFXTextureFilterLinear;
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irrStateBlock = GFX->createStateBlock(desc);
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GFX->pushActiveRenderTarget();
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GFX->setShader(irrShader);
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GFX->setShaderConstBuffer(irrConsts);
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GFX->setStateBlock(irrStateBlock);
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GFX->setVertexBuffer(NULL);
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GFX->setCubeTexture(0, cubemap);
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for (U32 i = 0; i < 6; i++)
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{
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renderTarget->attachTexture(GFXTextureTarget::Color0, cubemapOut, i);
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irrConsts->setSafe(irrFaceSC, (S32)i);
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GFX->setActiveRenderTarget(renderTarget);
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GFX->clear(GFXClearTarget, LinearColorF::BLACK, 1.0f, 0);
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GFX->drawPrimitive(GFXTriangleList, 0, 3);
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renderTarget->resolve();
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}
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GFX->popActiveRenderTarget();
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}
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void GenerateAndSaveIrradianceMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut)
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{
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if (outputPath.isEmpty())
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{
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Con::errorf("IBLUtilities::GenerateAndSaveIrradianceMap - Cannot save to an empty path!");
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return;
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}
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GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
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IBLUtilities::GenerateIrradianceMap(renderTarget, cubemap, cubemapOut);
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//Write it out
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CubemapSaver::save(cubemapOut, outputPath);
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if (!Platform::isFile(outputPath))
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{
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Con::errorf("IBLUtilities::GenerateAndSaveIrradianceMap - Failed to properly save out the baked irradiance!");
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}
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}
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void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap)
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{
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if (outputPath.isEmpty())
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{
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Con::errorf("IBLUtilities::SaveCubeMap - Cannot save to an empty path!");
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return;
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}
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//Write it out
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CubemapSaver::save(cubemap, outputPath);
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if (!Platform::isFile(outputPath))
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{
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Con::errorf("IBLUtilities::SaveCubeMap - Failed to properly save out the baked irradiance!");
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}
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}
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void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut)
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{
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GFXTransformSaver saver;
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ShaderData *prefilterShaderData;
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GFXShaderRef prefilterShader = Sim::findObject("PrefiterCubemapShader", prefilterShaderData) ? prefilterShaderData->getShader() : NULL;
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if (!prefilterShader)
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{
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Con::errorf("IBLUtilities::GeneratePrefilterMap() - could not find PrefiterCubemapShader");
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return;
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}
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GFXShaderConstBufferRef prefilterConsts = prefilterShader->allocConstBuffer();
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GFXShaderConstHandle* prefilterEnvMapSC = prefilterShader->getShaderConstHandle("$environmentMap");
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GFXShaderConstHandle* prefilterFaceSC = prefilterShader->getShaderConstHandle("$face");
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GFXShaderConstHandle* prefilterRoughnessSC = prefilterShader->getShaderConstHandle("$roughness");
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GFXShaderConstHandle* prefilterMipSizeSC = prefilterShader->getShaderConstHandle("$mipSize");
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GFXShaderConstHandle* prefilterResolutionSC = prefilterShader->getShaderConstHandle("$resolution");
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GFX->pushActiveRenderTarget();
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GFX->setShader(prefilterShader);
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GFX->setShaderConstBuffer(prefilterConsts);
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GFX->setCubeTexture(0, cubemap);
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U32 prefilterSize = cubemapOut->getSize();
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U32 resolutionSize = prefilterSize;
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for (U32 face = 0; face < 6; face++)
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{
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prefilterConsts->setSafe(prefilterFaceSC, (S32)face);
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prefilterConsts->setSafe(prefilterResolutionSC, (S32)resolutionSize);
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for (U32 mip = 0; mip < mipLevels; mip++)
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{
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S32 mipSize = prefilterSize >> mip;
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F32 roughness = (float)mip / (float)(mipLevels - 1);
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prefilterConsts->setSafe(prefilterRoughnessSC, roughness);
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prefilterConsts->setSafe(prefilterMipSizeSC, mipSize);
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U32 size = prefilterSize * mPow(0.5f, mip);
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renderTarget->attachTexture(GFXTextureTarget::Color0, cubemapOut, face, mip);
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GFX->setActiveRenderTarget(renderTarget, false);//we set the viewport ourselves
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GFX->setViewport(RectI(0, 0, size, size));
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GFX->clear(GFXClearTarget, LinearColorF::BLACK, 1.0f, 0);
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GFX->drawPrimitive(GFXTriangleList, 0, 3);
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renderTarget->resolve();
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}
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}
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GFX->popActiveRenderTarget();
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}
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void GenerateAndSavePrefilterMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut)
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{
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if (outputPath.isEmpty())
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{
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Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Cannot save to an empty path!");
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return;
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}
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GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
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IBLUtilities::GeneratePrefilterMap(renderTarget, cubemap, mipLevels, cubemapOut);
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//Write it out
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CubemapSaver::save(cubemapOut, outputPath);
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if (!Platform::isFile(outputPath))
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{
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Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Failed to properly save out the baked irradiance!");
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}
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}
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void GenerateBRDFTexture(GFXTexHandle &textureOut)
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{
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GFXTransformSaver saver;
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ShaderData *brdfShaderData;
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GFXShaderRef brdfShader = Sim::findObject("BRDFLookupShader", brdfShaderData) ? brdfShaderData->getShader() : NULL;
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if (!brdfShader)
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{
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Con::errorf("IBLUtilities::GenerateBRDFTexture() - could not find BRDFLookupShader");
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return;
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}
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U32 textureSize = textureOut->getWidth();
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GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget();
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GFX->pushActiveRenderTarget();
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GFX->setShader(brdfShader);
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renderTarget->attachTexture(GFXTextureTarget::Color0, textureOut);
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GFX->setActiveRenderTarget(renderTarget);//potential bug here with the viewport not updating with the new size
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GFX->setViewport(RectI(0, 0, textureSize, textureSize));//see above comment
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GFX->clear(GFXClearTarget, LinearColorF::BLUE, 1.0f, 0);
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GFX->drawPrimitive(GFXTriangleList, 0, 3);
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renderTarget->resolve();
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GFX->popActiveRenderTarget();
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}
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GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution)
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{
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GFXTexHandle brdfTexture = TEXMGR->createTexture(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, 1, 0);
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GenerateBRDFTexture(brdfTexture);
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FileStream fs;
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if (fs.open(outputPath, Torque::FS::File::Write))
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{
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// Read back the render target, dxt compress it, and write it to disk.
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GBitmap brdfBmp(brdfTexture.getHeight(), brdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
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brdfTexture.copyToBmp(&brdfBmp);
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brdfBmp.extrudeMipLevels();
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DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
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ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
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// Write result to file stream
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brdfDDS->write(fs);
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delete brdfDDS;
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}
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fs.close();
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return brdfTexture;
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}
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void bakeReflection(String outputPath, S32 resolution)
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{
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//GFXDEBUGEVENT_SCOPE(ReflectionProbe_Bake, ColorI::WHITE);
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/*PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
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PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
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if (preCapture)
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preCapture->enable();
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if (deferredShading)
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deferredShading->disable();
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//if (mReflectionModeType == StaticCubemap || mReflectionModeType == BakedCubemap || mReflectionModeType == SkyLight)
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{
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if (!mCubemap)
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{
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mCubemap = new CubemapData();
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mCubemap->registerObject();
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}
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}
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if (mReflectionModeType == DynamicCubemap && mDynamicCubemap.isNull())
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{
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//mCubemap->createMap();
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mDynamicCubemap = GFX->createCubemap();
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mDynamicCubemap->initDynamic(resolution, GFXFormatR8G8B8);
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}
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else if (mReflectionModeType != DynamicCubemap)
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{
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if (mReflectionPath.isEmpty() || !mPersistentId)
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{
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if (!mPersistentId)
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mPersistentId = getOrCreatePersistentId();
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mReflectionPath = outputPath.c_str();
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mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
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}
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}
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bool validCubemap = true;
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// Save the current transforms so we can restore
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// it for child control rendering below.
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GFXTransformSaver saver;
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//bool saveEditingMission = gEditingMission;
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//gEditingMission = false;
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//Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
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bool probeRenderState = ReflectionProbe::smRenderReflectionProbes;
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ReflectionProbe::smRenderReflectionProbes = false;
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for (U32 i = 0; i < 6; ++i)
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{
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GFXTexHandle blendTex;
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blendTex.set(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, "");
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GFXTextureTargetRef mBaseTarget = GFX->allocRenderToTextureTarget();
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GFX->clearTextureStateImmediate(0);
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if (mReflectionModeType == DynamicCubemap)
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mBaseTarget->attachTexture(GFXTextureTarget::Color0, mDynamicCubemap, i);
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else
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mBaseTarget->attachTexture(GFXTextureTarget::Color0, blendTex);
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// Standard view that will be overridden below.
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VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
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switch (i)
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{
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case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
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vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
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vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
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vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, -1.0f);
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break;
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case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
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vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, 1.0f);
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break;
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case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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}
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// create camera matrix
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VectorF cross = mCross(vUpVec, vLookatPt);
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cross.normalizeSafe();
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MatrixF matView(true);
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matView.setColumn(0, cross);
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matView.setColumn(1, vLookatPt);
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matView.setColumn(2, vUpVec);
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matView.setPosition(getPosition());
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matView.inverse();
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// set projection to 90 degrees vertical and horizontal
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F32 left, right, top, bottom;
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F32 nearPlane = 0.01f;
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F32 farDist = 1000.f;
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MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
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Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
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renderFrame(&mBaseTarget, matView, frustum, StaticObjectType | StaticShapeObjectType & EDITOR_RENDER_TYPEMASK, gCanvasClearColor);
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mBaseTarget->resolve();
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mCubemap->setCubeFaceTexture(i, blendTex);
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}
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if (mReflectionModeType != DynamicCubemap && validCubemap)
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{
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if (mCubemap->mCubemap)
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mCubemap->updateFaces();
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else
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mCubemap->createMap();
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char fileName[256];
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dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
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CubemapSaver::save(mCubemap->mCubemap, fileName);
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if (!Platform::isFile(fileName))
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{
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validCubemap = false; //if we didn't save right, just
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Con::errorf("Failed to properly save out the skylight baked cubemap!");
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}
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mDirty = false;
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}
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//calculateSHTerms();
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ReflectionProbe::smRenderReflectionProbes = probeRenderState;
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setMaskBits(-1);
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if (preCapture)
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preCapture->disable();
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if (deferredShading)
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deferredShading->enable();*/
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}
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LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5])
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{
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float x = normal.x;
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float y = normal.y;
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float z = normal.z;
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LinearColorF l00 = SHTerms[0];
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LinearColorF l10 = SHTerms[1];
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LinearColorF l11 = SHTerms[2];
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LinearColorF l12 = SHTerms[3];
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LinearColorF l20 = SHTerms[4];
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LinearColorF l21 = SHTerms[5];
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LinearColorF l22 = SHTerms[6];
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LinearColorF l23 = SHTerms[7];
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LinearColorF l24 = SHTerms[8];
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LinearColorF result = (
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l00 * SHConstants[0] +
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l12 * SHConstants[1] * x +
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l10 * SHConstants[1] * y +
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l11 * SHConstants[1] * z +
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l20 * SHConstants[2] * x*y +
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l21 * SHConstants[2] * y*z +
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l22 * SHConstants[3] * (3.0*z*z - 1.0) +
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l23 * SHConstants[2] * x*z +
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l24 * SHConstants[4] * (x*x - y * y)
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);
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return LinearColorF(mMax(result.red, 0), mMax(result.green, 0), mMax(result.blue, 0));
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}
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MatrixF getSideMatrix(U32 side)
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{
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// Standard view that will be overridden below.
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VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
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switch (side)
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{
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case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
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vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
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vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
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vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, -1.0f);
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break;
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case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
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vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, 1.0f);
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break;
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case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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}
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// create camera matrix
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VectorF cross = mCross(vUpVec, vLookatPt);
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cross.normalizeSafe();
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MatrixF rotMat(true);
|
|
rotMat.setColumn(0, cross);
|
|
rotMat.setColumn(1, vLookatPt);
|
|
rotMat.setColumn(2, vUpVec);
|
|
//rotMat.inverse();
|
|
|
|
return rotMat;
|
|
}
|
|
|
|
F32 harmonics(U32 termId, Point3F normal)
|
|
{
|
|
F32 x = normal.x;
|
|
F32 y = normal.y;
|
|
F32 z = normal.z;
|
|
|
|
switch (termId)
|
|
{
|
|
case 0:
|
|
return 1.0;
|
|
case 1:
|
|
return y;
|
|
case 2:
|
|
return z;
|
|
case 3:
|
|
return x;
|
|
case 4:
|
|
return x * y;
|
|
case 5:
|
|
return y * z;
|
|
case 6:
|
|
return 3.0*z*z - 1.0;
|
|
case 7:
|
|
return x * z;
|
|
default:
|
|
return x * x - y * y;
|
|
}
|
|
}
|
|
|
|
LinearColorF sampleSide(GBitmap* cubeFaceBitmaps[6], const U32& cubemapResolution, const U32& termindex, const U32& sideIndex)
|
|
{
|
|
MatrixF sideRot = getSideMatrix(sideIndex);
|
|
|
|
LinearColorF result = LinearColorF::ZERO;
|
|
F32 divider = 0;
|
|
|
|
for (int y = 0; y<cubemapResolution; y++)
|
|
{
|
|
for (int x = 0; x<cubemapResolution; x++)
|
|
{
|
|
Point2F sidecoord = ((Point2F(x, y) + Point2F(0.5, 0.5)) / Point2F(cubemapResolution, cubemapResolution))*2.0 - Point2F(1.0, 1.0);
|
|
Point3F normal = Point3F(sidecoord.x, sidecoord.y, -1.0);
|
|
normal.normalize();
|
|
|
|
F32 minBrightness = Con::getFloatVariable("$pref::GI::Cubemap_Sample_MinBrightness", 0.001f);
|
|
|
|
LinearColorF texel = cubeFaceBitmaps[sideIndex]->sampleTexel(y, x);
|
|
texel = LinearColorF(mMax(texel.red, minBrightness), mMax(texel.green, minBrightness), mMax(texel.blue, minBrightness)) * Con::getFloatVariable("$pref::GI::Cubemap_Gain", 1.5);
|
|
|
|
Point3F dir;
|
|
sideRot.mulP(normal, &dir);
|
|
|
|
result += texel * harmonics(termindex, dir) * -normal.z;
|
|
divider += -normal.z;
|
|
}
|
|
}
|
|
|
|
result /= divider;
|
|
|
|
return result;
|
|
}
|
|
|
|
//
|
|
//SH Calculations
|
|
// From http://sunandblackcat.com/tipFullView.php?l=eng&topicid=32&topic=Spherical-Harmonics-From-Cube-Texture
|
|
// With shader decode logic from https://github.com/nicknikolov/cubemap-sh
|
|
void calculateSHTerms(GFXCubemapHandle cubemap, LinearColorF SHTerms[9], F32 SHConstants[5])
|
|
{
|
|
if (!cubemap)
|
|
return;
|
|
|
|
const VectorF cubemapFaceNormals[6] =
|
|
{
|
|
// D3DCUBEMAP_FACE_POSITIVE_X:
|
|
VectorF(1.0f, 0.0f, 0.0f),
|
|
// D3DCUBEMAP_FACE_NEGATIVE_X:
|
|
VectorF(-1.0f, 0.0f, 0.0f),
|
|
// D3DCUBEMAP_FACE_POSITIVE_Y:
|
|
VectorF(0.0f, 1.0f, 0.0f),
|
|
// D3DCUBEMAP_FACE_NEGATIVE_Y:
|
|
VectorF(0.0f, -1.0f, 0.0f),
|
|
// D3DCUBEMAP_FACE_POSITIVE_Z:
|
|
VectorF(0.0f, 0.0f, 1.0f),
|
|
// D3DCUBEMAP_FACE_NEGATIVE_Z:
|
|
VectorF(0.0f, 0.0f, -1.0f),
|
|
};
|
|
|
|
U32 cubemapResolution = cubemap->getSize();
|
|
|
|
GBitmap* cubeFaceBitmaps[6];
|
|
|
|
for (U32 i = 0; i < 6; i++)
|
|
{
|
|
cubeFaceBitmaps[i] = new GBitmap(cubemapResolution, cubemapResolution, false, GFXFormatR16G16B16A16F);
|
|
}
|
|
|
|
//If we fail to parse the cubemap for whatever reason, we really can't continue
|
|
if (!CubemapSaver::getBitmaps(cubemap, GFXFormatR8G8B8A8, cubeFaceBitmaps))
|
|
return;
|
|
|
|
//Set up our constants
|
|
F32 L0 = Con::getFloatVariable("$pref::GI::SH_Term_L0", 1.0f);
|
|
F32 L1 = Con::getFloatVariable("$pref::GI::SH_Term_L1", 1.8f);
|
|
F32 L2 = Con::getFloatVariable("$pref::GI::SH_Term_L2", 0.83f);
|
|
F32 L2m2_L2m1_L21 = Con::getFloatVariable("$pref::GI::SH_Term_L2m2", 2.9f);
|
|
F32 L20 = Con::getFloatVariable("$pref::GI::SH_Term_L20", 0.58f);
|
|
F32 L22 = Con::getFloatVariable("$pref::GI::SH_Term_L22", 1.1f);
|
|
|
|
SHConstants[0] = L0;
|
|
SHConstants[1] = L1;
|
|
SHConstants[2] = L2 * L2m2_L2m1_L21;
|
|
SHConstants[3] = L2 * L20;
|
|
SHConstants[4] = L2 * L22;
|
|
|
|
for (U32 i = 0; i < 9; i++)
|
|
{
|
|
//Clear it, just to be sure
|
|
SHTerms[i] = LinearColorF(0.f, 0.f, 0.f);
|
|
|
|
//Now, encode for each side
|
|
SHTerms[i] = sampleSide(cubeFaceBitmaps, cubemapResolution, i, 0); //POS_X
|
|
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 1); //NEG_X
|
|
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 2); //POS_Y
|
|
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 3); //NEG_Y
|
|
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 4); //POS_Z
|
|
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 5); //NEG_Z
|
|
|
|
//Average
|
|
SHTerms[i] /= 6;
|
|
}
|
|
|
|
for (U32 i = 0; i < 6; i++)
|
|
SAFE_DELETE(cubeFaceBitmaps[i]);
|
|
|
|
/*bool mExportSHTerms = false;
|
|
if (mExportSHTerms)
|
|
{
|
|
for (U32 f = 0; f < 6; f++)
|
|
{
|
|
char fileName[256];
|
|
dSprintf(fileName, 256, "%s%s_DecodedFaces_%d.png", mReflectionPath.c_str(),
|
|
mProbeUniqueID.c_str(), f);
|
|
|
|
LinearColorF color = decodeSH(cubemapFaceNormals[f]);
|
|
|
|
FileStream stream;
|
|
if (stream.open(fileName, Torque::FS::File::Write))
|
|
{
|
|
GBitmap bitmap(mCubemapResolution, mCubemapResolution, false, GFXFormatR8G8B8);
|
|
|
|
bitmap.fill(color.toColorI());
|
|
|
|
bitmap.writeBitmap("png", stream);
|
|
}
|
|
}
|
|
|
|
for (U32 f = 0; f < 9; f++)
|
|
{
|
|
char fileName[256];
|
|
dSprintf(fileName, 256, "%s%s_SHTerms_%d.png", mReflectionPath.c_str(),
|
|
mProbeUniqueID.c_str(), f);
|
|
|
|
LinearColorF color = mProbeInfo->SHTerms[f];
|
|
|
|
FileStream stream;
|
|
if (stream.open(fileName, Torque::FS::File::Write))
|
|
{
|
|
GBitmap bitmap(mCubemapResolution, mCubemapResolution, false, GFXFormatR8G8B8);
|
|
|
|
bitmap.fill(color.toColorI());
|
|
|
|
bitmap.writeBitmap("png", stream);
|
|
}
|
|
}
|
|
}*/
|
|
}
|
|
|
|
F32 areaElement(F32 x, F32 y)
|
|
{
|
|
return mAtan2(x * y, (F32)mSqrt(x * x + y * y + 1.0));
|
|
}
|
|
|
|
F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height)
|
|
{
|
|
// transform from [0..res - 1] to [- (1 - 1 / res) .. (1 - 1 / res)]
|
|
// ( 0.5 is for texel center addressing)
|
|
const F32 U = (2.0 * (aU + 0.5) / width) - 1.0;
|
|
const F32 V = (2.0 * (aV + 0.5) / height) - 1.0;
|
|
|
|
// shift from a demi texel, mean 1.0 / size with U and V in [-1..1]
|
|
const F32 invResolutionW = 1.0 / width;
|
|
const F32 invResolutionH = 1.0 / height;
|
|
|
|
// U and V are the -1..1 texture coordinate on the current face.
|
|
// get projected area for this texel
|
|
const F32 x0 = U - invResolutionW;
|
|
const F32 y0 = V - invResolutionH;
|
|
const F32 x1 = U + invResolutionW;
|
|
const F32 y1 = V + invResolutionH;
|
|
const F32 angle = areaElement(x0, y0) - areaElement(x0, y1) - areaElement(x1, y0) + areaElement(x1, y1);
|
|
|
|
return angle;
|
|
}
|
|
};
|
|
|
|
DefineEngineFunction(GenerateBRDFTexture, bool, (String outputPath, S32 resolution), ("", 256),
|
|
"@brief returns true if control object is inside the fog\n\n.")
|
|
{
|
|
return IBLUtilities::GenerateAndSaveBRDFTexture(outputPath, resolution);
|
|
} |