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Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.

Areloch 6 years ago
parent
commit
4e557aec83

+ 2 - 2
Engine/source/gfx/genericConstBuffer.cpp

@@ -281,8 +281,8 @@ void GenericConstBuffer::assertUnassignedConstants( const char *shaderName )
       mLayout->getDesc( i, pd );
 
       // Assert on the unassigned constant.
-      AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
-         pd.name.c_str(), shaderName ) );
+      //AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
+      //   pd.name.c_str(), shaderName ) );
    }
 }
 

+ 25 - 14
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -127,6 +127,7 @@ ProbeShaderConstants::ProbeShaderConstants()
    mProbeSpecularCubemapSC(NULL),
    mProbeIrradianceCubemapSC(NULL),
    mProbeCountSC(NULL),
+   mBRDFTextureMap(NULL),
    mSkylightSpecularMap(NULL),
    mSkylightIrradMap(NULL),
    mHasSkylight(NULL)
@@ -164,6 +165,8 @@ void ProbeShaderConstants::init(GFXShader* shader)
    mProbeIrradianceCubemapSC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR);
    mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
 
+   mBRDFTextureMap = shader->getShaderConstHandle(ShaderGenVars::BRDFTextureMap);
+
    mSkylightSpecularMap = shader->getShaderConstHandle(ShaderGenVars::skylightPrefilterMap);
    mSkylightIrradMap = shader->getShaderConstHandle(ShaderGenVars::skylightIrradMap);
    mHasSkylight = shader->getShaderConstHandle(ShaderGenVars::hasSkylight);
@@ -654,7 +657,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
       bool hasSkylight = false;
       for (U32 i = 0; i < probeCount; i++)
       {
-         if (effectiveProbeCount >= 4)
+         if (effectiveProbeCount >= MAX_FORWARD_PROBES)
             break;
 
          const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
@@ -675,18 +678,18 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
          }*/
          if (!curEntry.mIsSkylight)
          {
-            /*probePositions[effectiveProbeCount] = curEntry.getPosition();
-            probeRefPositions[effectiveProbeCount] = curEntry.mProbeRefOffset;
-            probeWorldToObj[effectiveProbeCount] = curEntry.getTransform();
-            probeBBMin[effectiveProbeCount] = curEntry.mBounds.minExtents;
-            probeBBMax[effectiveProbeCount] = curEntry.mBounds.maxExtents;
-            probeConfig[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
+            probePositionArray[effectiveProbeCount] = curEntry.getPosition();
+            probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
+            probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
+            probeBoxMinArray[effectiveProbeCount] = curEntry.mBounds.minExtents;
+            probeBoxMaxArray[effectiveProbeCount] = curEntry.mBounds.maxExtents;
+            probeConfigArray[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
                curEntry.mRadius,
                curEntry.mAtten,
-               curEntry.mCubemapIndex);*/
-         }
+               curEntry.mCubemapIndex);
 
-         effectiveProbeCount++;
+            effectiveProbeCount++;
+         }
       }
 
       shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (float)effectiveProbeCount);
@@ -699,11 +702,19 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
       shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
       shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
       shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
-      //GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
-      //GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
+      GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
+      GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
+   }
+
+   if (probeShaderConsts->mBRDFTextureMap->isValid())
+   {
+      if (!mBRDFTexture.isValid())
+      {
+         //try to fetch it
+         mBRDFTexture.set("core/art/pbr/brdfTexture.dds", &GFXStaticTextureSRGBProfile, "BRDF Texture");
+      }
 
-      //if (!hasSkylight)
-      //   shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);
+      GFX->setTexture(probeShaderConsts->mBRDFTextureMap->getSamplerRegister(), mBRDFTexture.getPointer());
    }
 
    //check for skylight action

+ 4 - 0
Engine/source/renderInstance/renderProbeMgr.h

@@ -143,6 +143,8 @@ struct ProbeShaderConstants
    GFXShaderConstHandle *mProbeIrradianceCubemapSC;
    GFXShaderConstHandle *mProbeCountSC;
 
+   GFXShaderConstHandle *mBRDFTextureMap;
+
    GFXShaderConstHandle *mSkylightSpecularMap;
    GFXShaderConstHandle *mSkylightIrradMap;
    GFXShaderConstHandle *mHasSkylight;
@@ -227,6 +229,8 @@ class RenderProbeMgr : public RenderBinManager
    //Default skylight, used for shape editors, etc
    ProbeRenderInst* mDefaultSkyLight;
 
+   GFXTexHandle mBRDFTexture;
+
 public:
    RenderProbeMgr();
    RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);

+ 2 - 0
Engine/source/shaderGen/shaderGenVars.cpp

@@ -80,6 +80,8 @@ const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
 const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
 const String ShaderGenVars::probeCount("$numProbes");
 
+const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
+
 //Skylight
 const String ShaderGenVars::skylightPrefilterMap("$skylightSpecularMap");
 const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");

+ 2 - 0
Engine/source/shaderGen/shaderGenVars.h

@@ -93,6 +93,8 @@ struct ShaderGenVars
    const static String irradianceCubemapAR;
    const static String probeCount;
 
+   const static String BRDFTextureMap;
+
    //Skylight
    const static String skylightPrefilterMap;
    const static String skylightIrradMap;

+ 5 - 5
Templates/Full/game/shaders/common/lighting.hlsl

@@ -370,7 +370,7 @@ float4 computeForwardProbes(Surface surface,
    float lod = surface.roughness*cubeMips;
 
    float alpha = 1;
-   /*for (i = 0; i < numProbes; ++i)
+   for (i = 0; i < numProbes; ++i)
    {
       float contrib = contribution[i];
       if (contrib != 0)
@@ -382,7 +382,7 @@ float4 computeForwardProbes(Surface surface,
          specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
          alpha -= contrib;
       }
-   }*/
+   }
 
    if (hasSkylight && alpha > 0.001)
    {
@@ -394,16 +394,16 @@ float4 computeForwardProbes(Surface surface,
 
    //energy conservation
    float3 kD = 1.0.xxx - F;
-   kD *= clamp(1.0 - surface.metalness, 0.2, 1);
+   kD *= 1.0 - surface.metalness;
 
    //apply brdf
    //Do it once to save on texture samples
    float2 brdf = TORQUE_TEX2DLOD(BRDFTexture,float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
-   //specular *= brdf.x * F + brdf.y;
+   specular *= brdf.x * F + brdf.y;
 
    //final diffuse color
    float3 diffuse = kD * irradiance * surface.baseColor.rgb;
-   float4 finalColor = float4(diffuse + specular, 1.0);
+   float4 finalColor = float4(diffuse + specular, 1); 
 
    return finalColor;
 }