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portwork from jeff to use farFrustumQuad for the vertex shader

Azaezel 6 years ago
parent
commit
2eb58e4cb7

+ 14 - 63
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -314,35 +314,27 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
 
    // Now build the quad for drawing full-screen vector light
    // passes.... this is a volatile VB and updates every frame.
-   GFXVertexPC verts[4];
+   FarFrustumQuadVert verts[4];
    {
       verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
-      //invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
-      //verts[0].texCoord.set(-1.0, 1.0);
-      //verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
+      invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
+      verts[0].texCoord.set(-1.0, 1.0);
+      verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
 
       verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
-     // invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
-      //verts[1].texCoord.set(1.0, 1.0);
-      //verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
+      invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
+      verts[1].texCoord.set(1.0, 1.0);
+      verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
 
       verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
-      //invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
-     // verts[2].texCoord.set(-1.0, -1.0);
-     // verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
+      invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
+      verts[2].texCoord.set(-1.0, -1.0);
+      verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
 
       verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
-     // invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
-    //  verts[3].texCoord.set(1.0, -1.0);
-    //  verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
-   }
-
-   Point3F norms[4];
-   {
-      invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &norms[0]);
-      invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &norms[1]);
-      invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &norms[2]);
-      invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &norms[3]);
+      invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
+      verts[3].texCoord.set(1.0, -1.0);
+      verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
    }
 
    mFarFrustumQuadVerts.set(GFX, 4);
@@ -350,8 +342,7 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
    mFarFrustumQuadVerts.unlock();
 
    PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
-   PlaneF vsFarPlane(norms[0], norms[1], norms[2]);
-
+   PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
 
    ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
 
@@ -839,46 +830,6 @@ void RenderProbeMgr::render( SceneRenderState *state )
    }
    //
    //
-   /*ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
-
-   for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
-   {
-      if (i > 0)
-         return;
-
-      ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
-
-      if (!reflProbeArrayMat || !reflProbeArrayMat->matInstance)
-         break;
-
-      //Setup
-      //MatrixF probeTrans = curEntry->getTransform();
-
-      //if (!curEntry->mIsSkylight)
-      {
-         //if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
-         //   probeTrans.scale(curEntry->mRadius * 1.01f);
-
-         //sgData.objTrans = &state-;
-
-         reflProbeArrayMat->setProbeParameters(curEntry, state, worldToCameraXfm);
-
-         // Set geometry
-         GFX->setVertexBuffer(mFarFrustumQuadVerts);
-         GFX->setPrimitiveBuffer(NULL);
-         while (reflProbeArrayMat->matInstance->setupPass(state, sgData))
-         {
-            // Set transforms
-            //matrixSet.setWorld(*sgData.objTrans);
-            reflProbeArrayMat->matInstance->setTransforms(matrixSet, state);
-            reflProbeArrayMat->matInstance->setSceneInfo(state, sgData);
-
-            GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
-         }
-      }
-   }*/
-   //
-   //
 
    GFX->popActiveRenderTarget();
 

+ 2 - 1
Engine/source/renderInstance/renderProbeMgr.h

@@ -265,7 +265,8 @@ protected:
    /// The current active light manager.
    static RenderProbeMgr *smProbeManager;
 
-   GFXVertexBufferHandle<GFXVertexPC> mFarFrustumQuadVerts;
+   typedef GFXVertexPNTT FarFrustumQuadVert;
+   GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
 
    /// This helper function sets the shader constansts
    /// for the stock 4 light forward lighting code.

+ 5 - 5
Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs

@@ -293,18 +293,18 @@ new ShaderData( ReflectionProbeShader )
    samplerNames[4] = "$irradianceCubemap";
    samplerNames[5] = "$BRDFTexture";*/
    
-   DXVertexShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayV.hlsl";
+   DXVertexShaderFile = "shaders/common/lighting/advanced/farFrustumQuadV.hlsl";
    DXPixelShaderFile  = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
 
-   OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayV.glsl";
+   OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/farFrustumQuadV.glsl";
    OGLPixelShaderFile  = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
 
    samplerNames[0] = "$deferredBuffer";
    samplerNames[1] = "$colorBuffer";
    samplerNames[2] = "$matInfoBuffer";
-   samplerNames[3] = "$cubeMap";
-   samplerNames[4] = "$irradianceCubemap";
-   samplerNames[5] = "$BRDFTexture";
+   samplerNames[3] = "$BRDFTexture";
+   samplerNames[4] = "$cubeMap";
+   samplerNames[5] = "$irradianceCubemap";
    
    pixVersion = 3.0;
 };

+ 3 - 17
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -4,13 +4,6 @@
 #include "../../lighting.hlsl"
 #include "../../torque.hlsl"
 
-struct ConvexConnectP
-{
-   float4 pos : TORQUE_POSITION;
-   float4 uv0 : TEXCOORD1;
-   float4 vsEyeDir : TEXCOORD2;
-};
-
 TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
 TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
 TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
@@ -95,22 +88,15 @@ float defineBoxSpaceInfluence(Surface surface, int id)
     return max(localDir.x, max(localDir.y, localDir.z)) * -1;
 }
 
-float4 main( ConvexConnectP IN ) : SV_TARGET
+float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
 {
-    // Compute scene UV
-   //float3 ssPos = IN.ssPos.xyz / IN.ssPos.w; 
-   //float2 IN.uv0 = getUVFromSSPos( ssPos, rtParams0 );
-
-   //eye ray WS/LS
-   float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
-   float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
-   
    //unpack normal and linear depth 
    float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
    
    //create surface
    Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
-                                    IN.uv0.xy, eyePosWorld, wsEyeRay, cameraToWorld);	
+                                    IN.uv0.xy, eyePosWorld, IN.wsEyeRay, cameraToWorld);
+
    //early out if emissive
    if (getFlag(surface.matFlag, 0))
    {