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Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3

marauder2k7 9 months ago
parent
commit
9ff4c84bc8

+ 268 - 30
Engine/source/T3D/gameTSCtrl.cpp

@@ -45,8 +45,177 @@ ConsoleDocClass( GameTSCtrl,
 	"@brief The main 3D viewport for a Torque 3D game.\n\n"
 	"@ingroup Gui3D\n");
 
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the left mouse button is pressed while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was pressed during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was pressed during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was pressed during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was pressed down in this control, causing the callback\n"
+   "GameTSCtrl::onMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the right mouse button is pressed while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was pressed during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was pressed during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was pressed during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was pressed down in this control, causing the callback\n"
+   "GameTSCtrl::onRightMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the middle mouse button is pressed while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was pressed during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was pressed during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was pressed during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was pressed down in this control, causing the callback\n"
+   "GameTSCtrl::onMiddleMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the left mouse button is released while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was released during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was released during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was released during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was released down in this control, causing the callback\n"
+   "GameTSCtrl::onMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the right mouse button is released while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was released during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was released during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was released during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was released down in this control, causing the callback\n"
+   "GameTSCtrl::onRightMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the middle mouse button is released while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was released during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was released during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was released during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was released down in this control, causing the callback\n"
+   "GameTSCtrl::onMiddleMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseDragged, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the left mouse button is dragged while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was dragged during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was dragged during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was dragged during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was dragged down in this control, causing the callback\n"
+   "GameTSCtrl::onMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseDragged, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the right mouse button is dragged while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was dragged during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was dragged during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was dragged during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was dragged down in this control, causing the callback\n"
+   "GameTSCtrl::onRightMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseDragged, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the middle mouse button is dragged while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was dragged during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was dragged during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was dragged during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was dragged down in this control, causing the callback\n"
+   "GameTSCtrl::onMiddleMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseWheelUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the mouse wheel up is pressed while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse wheel up was pressed during this callback.\n\n"
+   "@param worldPosition Position of world when mouse wheel up was pressed during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse wheel up was pressed during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse wheel up was pressed in this control, causing the callback\n"
+   "GameTSCtrl::onMouseWheelUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseWheelDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the mouse wheel down is pressed while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse wheel down was pressed during this callback.\n\n"
+   "@param worldPosition Position of world when mouse wheel down was pressed during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse wheel down was pressed during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse wheel down was pressed in this control, causing the callback\n"
+   "GameTSCtrl::onMouseWheelDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseMove, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the mouse is moved (without dragging) while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was moved during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was moved during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was moved during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was moved down in this control, causing the callback\n"
+   "GameTSCtrl::onMouseMove(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
 GameTSCtrl::GameTSCtrl()
 {
+   mFrameTime = PlatformTimer::create();
 }
 
 //---------------------------------------------------------------------------
@@ -71,71 +240,136 @@ void GameTSCtrl::renderWorld(const RectI &updateRect)
    GameRenderWorld();
 }
 
-//---------------------------------------------------------------------------
-void GameTSCtrl::makeScriptCall(const char *func, const GuiEvent &evt) const
+//------------------------------------------------------------------------------
+void GameTSCtrl::sendMouseEvent(const char *name, const GuiEvent &event)
 {
    // write screen position
-   char *sp = Con::getArgBuffer(32);
-   dSprintf(sp, 32, "%d %d", evt.mousePoint.x, evt.mousePoint.y);
+   Point2I screenPosition = event.mousePoint;
 
    // write world position
-   char *wp = Con::getArgBuffer(32);
-   Point3F camPos;
-   mLastCameraQuery.cameraMatrix.getColumn(3, &camPos);
-   dSprintf(wp, 32, "%g %g %g", camPos.x, camPos.y, camPos.z);
+   Point3F worldPosition;
+   mLastCameraQuery.cameraMatrix.getColumn(3, &worldPosition);
 
    // write click vector
-   char *vec = Con::getArgBuffer(32);
-   Point3F fp(evt.mousePoint.x, evt.mousePoint.y, 1.0);
-   Point3F ray;
-   unproject(fp, &ray);
-   ray -= camPos;
-   ray.normalizeSafe();
-   dSprintf(vec, 32, "%g %g %g", ray.x, ray.y, ray.z);
+   Point3F fp(event.mousePoint.x, event.mousePoint.y, 1.0);
+   Point3F clickVector;
+   unproject(fp, &clickVector);
+   clickVector -= worldPosition;
+   clickVector.normalizeSafe();
 
-   Con::executef( (SimObject*)this, func, sp, wp, vec );
+   if (dStricmp(name, "onMouseDown") == 0)
+      onMouseDown_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onRightMouseDown") == 0)
+      onRightMouseDown_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onMiddleMouseDown") == 0)
+      onMiddleMouseDown_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onMouseUp") == 0)
+      onMouseUp_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onRightMouseUp") == 0)
+      onRightMouseUp_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onMiddleMouseUp") == 0)
+      onMiddleMouseUp_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onMouseDragged") == 0)
+      onMouseDragged_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onRightMouseDragged") == 0)
+      onRightMouseDragged_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onMiddleMouseDragged") == 0)
+      onMiddleMouseDragged_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onMouseWheelUp") == 0)
+      onMouseWheelUp_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onMouseWheelDown") == 0)
+      onMouseWheelDown_callback(screenPosition, worldPosition, clickVector);
+   else if (dStricmp(name, "onMouseMove") == 0)
+      onMouseMove_callback(screenPosition, worldPosition, clickVector);
 }
 
 void GameTSCtrl::onMouseDown(const GuiEvent &evt)
 {
    Parent::onMouseDown(evt);
-   if( isMethod( "onMouseDown" ) )
-      makeScriptCall( "onMouseDown", evt );
+
+   sendMouseEvent("onMouseDown", evt);
 }
 
 void GameTSCtrl::onRightMouseDown(const GuiEvent &evt)
 {
    Parent::onRightMouseDown(evt);
-   if( isMethod( "onRightMouseDown" ) )
-      makeScriptCall( "onRightMouseDown", evt );
+
+   sendMouseEvent("onRightMouseDown", evt);
 }
 
 void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt)
 {
    Parent::onMiddleMouseDown(evt);
-   if( isMethod( "onMiddleMouseDown" ) )
-      makeScriptCall( "onMiddleMouseDown", evt );
+
+   sendMouseEvent("onMiddleMouseDown", evt);
 }
 
 void GameTSCtrl::onMouseUp(const GuiEvent &evt)
 {
    Parent::onMouseUp(evt);
-   if( isMethod( "onMouseUp" ) )
-      makeScriptCall( "onMouseUp", evt );
+
+   sendMouseEvent("onMouseUp", evt);
 }
 
 void GameTSCtrl::onRightMouseUp(const GuiEvent &evt)
 {
    Parent::onRightMouseUp(evt);
-   if( isMethod( "onRightMouseUp" ) )
-      makeScriptCall( "onRightMouseUp", evt );
+
+   sendMouseEvent("onRightMouseUp", evt);
 }
 
 void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt)
 {
    Parent::onMiddleMouseUp(evt);
-   if( isMethod( "onMiddleMouseUp" ) )
-      makeScriptCall( "onMiddleMouseUp", evt );
+
+   sendMouseEvent("onMiddleMouseUp", evt);
+}
+
+void GameTSCtrl::onMouseDragged(const GuiEvent &evt)
+{
+   Parent::onMouseDragged(evt);
+
+   if (mFrameTime && mFrameTime->getElapsedMs() > 16)
+   {
+      sendMouseEvent("onMouseDragged", evt);
+      mFrameTime->reset();
+   }
+}
+
+void GameTSCtrl::onRightMouseDragged(const GuiEvent &evt)
+{
+   Parent::onRightMouseDragged(evt);
+
+   if (mFrameTime && mFrameTime->getElapsedMs() > 16)
+   {
+      sendMouseEvent("onRightMouseDragged", evt);
+      mFrameTime->reset();
+   }
+}
+
+void GameTSCtrl::onMiddleMouseDragged(const GuiEvent &evt)
+{
+   Parent::onMiddleMouseDragged(evt);
+
+   if (mFrameTime && mFrameTime->getElapsedMs() > 16)
+   {
+      sendMouseEvent("onMiddleMouseDragged", evt);
+      mFrameTime->reset();
+   }
+}
+
+bool GameTSCtrl::onMouseWheelUp(const GuiEvent &evt)
+{
+   sendMouseEvent("onMouseWheelUp", evt);
+
+   return Parent::onMouseWheelUp(evt);
+}
+
+bool GameTSCtrl::onMouseWheelDown(const GuiEvent &evt)
+{
+   sendMouseEvent("onMouseWheelDown", evt);
+
+   return Parent::onMouseWheelDown(evt);
 }
 
 void GameTSCtrl::onMouseMove(const GuiEvent &evt)
@@ -158,8 +392,12 @@ void GameTSCtrl::onMouseMove(const GuiEvent &evt)
          lineTestEnd = pos + vec * 1000;
       }
    }
-   if (isMethod("onMouseMove"))
-      makeScriptCall("onMouseMove", evt);
+
+   if (mFrameTime->getElapsedMs() > 16)
+   {
+      sendMouseEvent("onMouseMove", evt);
+      mFrameTime->reset();
+   }
 }
 
 void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect)

+ 28 - 1
Engine/source/T3D/gameTSCtrl.h

@@ -39,11 +39,31 @@ class GameTSCtrl : public GuiTSCtrl
 private:
    typedef GuiTSCtrl Parent;
 
-   void makeScriptCall(const char *func, const GuiEvent &evt) const;
+   void sendMouseEvent(const char *name, const GuiEvent &evt);
+
+protected:
+   PlatformTimer *mFrameTime;
 
 public:
    GameTSCtrl();
 
+   /// @name Callbacks
+   /// @{
+
+   DECLARE_CALLBACK(void, onMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onRightMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onMiddleMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onRightMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onMiddleMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onRightMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onMiddleMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onMouseWheelUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onMouseWheelDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   DECLARE_CALLBACK(void, onMouseMove, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
+   /// }
+
    DECLARE_CONOBJECT(GameTSCtrl);
    DECLARE_DESCRIPTION( "A control that renders a 3D view from the current control object." );
 
@@ -59,6 +79,13 @@ public:
    void onRightMouseUp(const GuiEvent &evt) override;
    void onMiddleMouseUp(const GuiEvent &evt) override;
 
+   void onMouseDragged(const GuiEvent &evt);
+   void onRightMouseDragged(const GuiEvent &evt);
+   void onMiddleMouseDragged(const GuiEvent &evt);
+
+   bool onMouseWheelUp(const GuiEvent &evt);
+   bool onMouseWheelDown(const GuiEvent &evt);
+
    void onMouseMove(const GuiEvent &evt) override;
    void onRender(Point2I offset, const RectI &updateRect) override;
 

+ 1 - 1
Engine/source/materials/processedShaderMaterial.cpp

@@ -1332,7 +1332,7 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
    if (sgData.cubemap)
       shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
    else
-      shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
+      shaderConsts->setSafe(handles->mCubeMipsSC, (F32)getBinLog2(PROBEMGR->getProbeTexSize()));
 
    shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
 

BIN
Templates/BaseGame/game/core/rendering/images/brdfTexture.dds


+ 13 - 5
Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl

@@ -319,7 +319,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
 
 float roughnessToMipLevel(float roughness, float numMips)
 {	
-   return saturate((roughness * numMips) - (pow(roughness, 6.0) * (numMips * 0.125)));
+   return roughness * (numMips+1.0);
 }
 
 vec4 compute4Lights( Surface surface,
@@ -585,10 +585,14 @@ vec4 computeForwardProbes(Surface surface,
 
    vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
    vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
-   vec3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
+   vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
+   
+   float horizonOcclusion = 1.3;
+   float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
+   horizon *= horizon;
    
    // Final color output after environment lighting
-   vec3 finalColor = diffuse + specularCol;
+   vec3 finalColor = diffuse + specularCol * horizon;
    finalColor *= surface.ao;
    
    if(isCapturing == 1)
@@ -738,10 +742,14 @@ vec4 debugVizForwardProbes(Surface surface,
 
    vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
    vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
-   vec3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
+   vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
+   
+   float horizonOcclusion = 1.3;
+   float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
+   horizon *= horizon;
    
    // Final color output after environment lighting
-   vec3 finalColor = diffuse + specularCol;
+   vec3 finalColor = diffuse + specularCol * horizon;
    finalColor *= surface.ao;
    
    if(isCapturing == 1)

+ 3 - 3
Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl

@@ -320,7 +320,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
 
 float roughnessToMipLevel(float roughness, float numMips)
 {	
-   return saturate((roughness * numMips) - (pow(roughness, 6.0) * (numMips * 0.125)));
+   return roughness * (numMips+1.0);
 }
 
 float4 compute4Lights( Surface surface,
@@ -591,7 +591,7 @@ float4 computeForwardProbes(Surface surface,
 
    float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
    float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
-   float3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; 
+   float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; 
 
    float horizonOcclusion = 1.3;
    float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
@@ -748,7 +748,7 @@ float4 debugVizForwardProbes(Surface surface,
 
    float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
    float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
-   float3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; 
+   float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; 
 
    float horizonOcclusion = 1.3;
    float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));

+ 6 - 2
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl

@@ -206,10 +206,14 @@ void main()
 
    vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
    vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness);
-   vec3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
+   vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness;
+   
+   float horizonOcclusion = 1.3;
+   float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
+   horizon *= horizon;
    
    // Final color output after environment lighting
-   vec3 finalColor = diffuse + specularCol;
+   vec3 finalColor = diffuse + specularCol * horizon;
    finalColor *= surface.ao;
    
    if(isCapturing == 1)

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -194,14 +194,14 @@ float4 main(PFXVertToPix IN) : SV_TARGET
 
    float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
    float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness);
-   float3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; 
+   float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; 
 
    float horizonOcclusion = 1.3;
    float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
    horizon *= horizon;
    
    // Final color output after environment lighting
-   float3 finalColor = diffuse + specularCol;
+   float3 finalColor = diffuse + specularCol*horizon;
    finalColor *= surface.ao;
    
    if(isCapturing == 1)