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timmy merge work

Tim Barnes 6 năm trước cách đây
mục cha
commit
ab10cc0c87
29 tập tin đã thay đổi với 290 bổ sung920 xóa
  1. 24 62
      Engine/source/T3D/lighting/IBLUtilities.cpp
  2. 40 5
      Engine/source/T3D/lighting/IBLUtilities.h
  3. 7 11
      Engine/source/T3D/lighting/reflectionProbe.cpp
  4. 0 4
      Engine/source/T3D/lighting/skylight.cpp
  5. 1 1
      Engine/source/gfx/D3D11/gfxD3D11Cubemap.cpp
  6. 19 0
      Engine/source/gfx/D3D11/gfxD3D11Device.cpp
  7. 5 0
      Engine/source/gfx/D3D11/gfxD3D11Device.h
  8. 44 39
      Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp
  9. 1 1
      Engine/source/gfx/Null/gfxNullDevice.h
  10. 16 227
      Engine/source/gfx/bitmap/cubemapSaver.cpp
  11. 1 1
      Engine/source/gfx/gfxCubemap.cpp
  12. 3 2
      Engine/source/gfx/gfxCubemap.h
  13. 7 0
      Engine/source/gfx/gfxDevice.h
  14. 1 1
      Engine/source/gfx/gl/gfxGLCubemap.cpp
  15. 2 1
      Engine/source/gfx/gl/gfxGLDevice.h
  16. 24 79
      Engine/source/lighting/advanced/advancedLightBinManager.cpp
  17. 1 2
      Engine/source/lighting/advanced/advancedLightBinManager.h
  18. 3 14
      Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs
  19. 0 13
      Templates/Full/game/core/scripts/client/shaders.cs
  20. 0 63
      Templates/Full/game/shaders/common/cubemapSaveP.hlsl
  21. 0 56
      Templates/Full/game/shaders/common/cubemapSaveV.hlsl
  22. 28 22
      Templates/Full/game/shaders/common/lighting.hlsl
  23. 0 138
      Templates/Full/game/shaders/common/lighting/advanced/brdfLookupP.hlsl
  24. 14 37
      Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl
  25. 0 69
      Templates/Full/game/shaders/common/lighting/advanced/probeShadingP.hlsl
  26. 2 41
      Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeP.hlsl
  27. 1 3
      Templates/Full/game/shaders/common/lighting/advanced/skylightP.hlsl
  28. 40 20
      Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl
  29. 6 8
      Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

+ 24 - 62
Engine/source/T3D/lighting/IBLUtilities.cpp

@@ -1,3 +1,26 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2012 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+#include "T3D/lighting/IBLUtilities.h"
 #include "console/engineAPI.h"
 #include "materials/shaderData.h"
 #include "gfx/gfxTextureManager.h"
@@ -167,62 +190,7 @@ namespace IBLUtilities
       {
          Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Failed to properly save out the baked irradiance!");
       }
-   }
-
-   void GenerateBRDFTexture(GFXTexHandle &textureOut)
-   {
-      GFXTransformSaver saver;
-
-      ShaderData *brdfShaderData;
-      GFXShaderRef brdfShader = Sim::findObject("BRDFLookupShader", brdfShaderData) ? brdfShaderData->getShader() : NULL;
-      if (!brdfShader)
-      {
-         Con::errorf("IBLUtilities::GenerateBRDFTexture() - could not find BRDFLookupShader");
-         return;
-      }
-
-      U32 textureSize = textureOut->getWidth();
-
-      GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget();
-      GFX->pushActiveRenderTarget();
-
-      GFX->setShader(brdfShader);
-      renderTarget->attachTexture(GFXTextureTarget::Color0, textureOut);
-      GFX->setActiveRenderTarget(renderTarget);//potential bug here with the viewport not updating with the new size
-      GFX->setViewport(RectI(0, 0, textureSize, textureSize));//see above comment
-      GFX->clear(GFXClearTarget, LinearColorF::BLUE, 1.0f, 0);
-      GFX->drawPrimitive(GFXTriangleList, 0, 3);
-      renderTarget->resolve();
-
-      GFX->popActiveRenderTarget();
-   }
-
-   GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution)
-   {
-      GFXTexHandle brdfTexture = TEXMGR->createTexture(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, 1, 0);
-      GenerateBRDFTexture(brdfTexture);
-
-      FileStream fs;
-      if (fs.open(outputPath, Torque::FS::File::Write))
-      {
-         // Read back the render target, dxt compress it, and write it to disk.
-         GBitmap brdfBmp(brdfTexture.getHeight(), brdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
-         brdfTexture.copyToBmp(&brdfBmp);
-
-         brdfBmp.extrudeMipLevels();
-
-         DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
-         ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
-
-         // Write result to file stream
-         brdfDDS->write(fs);
-
-         delete brdfDDS;
-      }
-      fs.close();
-
-      return brdfTexture;
-   }
+   }   
 
    void bakeReflection(String outputPath, S32 resolution)
    {
@@ -662,9 +630,3 @@ namespace IBLUtilities
       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);
-}

+ 40 - 5
Engine/source/T3D/lighting/IBLUtilities.h

@@ -1,4 +1,40 @@
-#pragma once
+//-----------------------------------------------------------------------------
+// Copyright (c) 2012 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+#ifndef IBL_UTILS_H_
+#define IBL_UTILS_H_
+
+#ifndef _GFXTARGET_H_
+#include "gfx/gfxTarget.h"
+#endif
+
+#ifndef _GFXCUBEMAP_H_
+#include "gfx/gfxCubemap.h"
+#endif
+
+#ifndef _COLOR_H_
+#include "core/color.h"
+#endif
+
 
 namespace IBLUtilities
 {
@@ -10,9 +46,6 @@ namespace IBLUtilities
 
    void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap);
 
-   GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution);
-   void GenerateBRDFTexture(GFXTexHandle &textureOut);
-
    void bakeReflection(String outputPath, S32 resolution);
 
    LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5]);
@@ -32,4 +65,6 @@ namespace IBLUtilities
    F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
 
    F32 areaElement(F32 x, F32 y);
-};
+};
+
+#endif

+ 7 - 11
Engine/source/T3D/lighting/reflectionProbe.cpp

@@ -36,7 +36,6 @@
 #include "core/fileObject.h"
 #include "core/resourceManager.h"
 #include "console/simPersistId.h"
-#include <string>
 #include "T3D/gameFunctions.h"
 #include "postFx/postEffect.h"
 #include "renderInstance/renderProbeMgr.h"
@@ -620,16 +619,13 @@ bool ReflectionProbe::createClientResources()
          Con::errorf("ReflectionProbe::createClientResources() - Unable to load baked prefilter map at %s", getPrefilterMapPath().c_str());
    }
 
-   //brdf lookup resources
-   //make the brdf lookup texture the same size as the prefilter texture
-   
+   //brdf lookup texture   
    String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
-
    mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
 
    if (!mBrdfTexture)
    {
-      mBrdfTexture = IBLUtilities::GenerateAndSaveBRDFTexture(brdfPath, 512);
+      return false;
    }
 
    mResourcesCreated = true;
@@ -652,8 +648,8 @@ void ReflectionProbe::prepRenderImage(SceneRenderState *state)
    //Culling distance. Can be adjusted for performance options considerations via the scalar
    if (dist > mMaxDrawDistance * Con::getFloatVariable("$pref::GI::ProbeDrawDistScale", 1.0))
    {
-	   mProbeInfo->mScore = mMaxDrawDistance;
-	   return;
+      mProbeInfo->mScore = mMaxDrawDistance;
+      return;
    }
 
    if (mReflectionModeType == DynamicCubemap && mRefreshRateMS < (Platform::getRealMilliseconds() - mDynamicLastBakeMS))
@@ -685,7 +681,7 @@ void ReflectionProbe::prepRenderImage(SceneRenderState *state)
       Point3F cameraOffset;
       getRenderTransform().getColumn(3, &cameraOffset);
       cameraOffset -= state->getDiffuseCameraPosition();
-      F32 dist = cameraOffset.len();
+      dist = cameraOffset.len();
       if (dist < 0.01f)
          dist = 0.01f;
 
@@ -832,7 +828,7 @@ String ReflectionProbe::getPrefilterMapPath()
    }
 
    char fileName[256];
-   dSprintf(fileName, 256, "%s%s_Prefilter.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
+   dSprintf(fileName, 256, "%s%s_Prefilter.dds", mReflectionPath.c_str(), mProbeUniqueID.c_str());
 
    return fileName;
 }
@@ -846,7 +842,7 @@ String ReflectionProbe::getIrradianceMapPath()
    }
 
    char fileName[256];
-   dSprintf(fileName, 256, "%s%s_Irradiance.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
+   dSprintf(fileName, 256, "%s%s_Irradiance.dds", mReflectionPath.c_str(), mProbeUniqueID.c_str());
 
    return fileName;
 }

+ 0 - 4
Engine/source/T3D/lighting/skylight.cpp

@@ -36,7 +36,6 @@
 #include "core/fileObject.h"
 #include "core/resourceManager.h"
 #include "console/simPersistId.h"
-#include <string>
 #include "T3D/gameFunctions.h"
 #include "postFx/postEffect.h"
 #include "renderInstance/renderProbeMgr.h"
@@ -183,9 +182,6 @@ void Skylight::prepRenderImage(SceneRenderState *state)
    if (!mEnabled || !Skylight::smRenderSkylights)
       return;
 
-   Point3F distVec = getPosition() - state->getCameraPosition();
-   F32 dist = distVec.len();
-
    //special hook-in for skylights
    Point3F camPos = state->getCameraPosition();
    mProbeInfo->mBounds.setCenter(camPos);

+ 1 - 1
Engine/source/gfx/D3D11/gfxD3D11Cubemap.cpp

@@ -177,7 +177,7 @@ void GFXD3D11Cubemap::initStatic(DDSFile *dds)
 			continue;
 
       // convert to Z up
-      const U32 faceIndex = _zUpFaceIndex(currentFace);
+      const U32 faceIndex = zUpFaceIndex(currentFace);
 
 		for(U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
 		{

+ 19 - 0
Engine/source/gfx/D3D11/gfxD3D11Device.cpp

@@ -909,6 +909,25 @@ void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
 
 //-----------------------------------------------------------------------------
 
+void GFXD3D11Device::copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face)
+{
+   AssertFatal(pDst, "GFXD3D11Device::copyResource: Destination texture is null");
+   AssertFatal(pSrc, "GFXD3D11Device::copyResource: Source cubemap is null");
+
+   GFXD3D11TextureObject *pD3DDst = static_cast<GFXD3D11TextureObject*>(pDst);
+   GFXD3D11Cubemap *pD3DSrc = static_cast<GFXD3D11Cubemap*>(pSrc);
+
+   const U32 mipLevels = pD3DSrc->getMipMapLevels();
+   for (U32 mip = 0; mip < mipLevels; mip++)
+   {
+      const U32 srcSubResource = D3D11CalcSubresource(mip, face, mipLevels);
+      const U32 dstSubResource = D3D11CalcSubresource(mip, 0, mipLevels);
+      mD3DDeviceContext->CopySubresourceRegion(pD3DDst->get2DTex(), dstSubResource, 0, 0, 0, pD3DSrc->get2DTex(), srcSubResource, NULL);
+   }
+}
+
+//-----------------------------------------------------------------------------
+
 void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 stencil)
 {
    // Make sure we have flushed our render target state.

+ 5 - 0
Engine/source/gfx/D3D11/gfxD3D11Device.h

@@ -239,6 +239,11 @@ public:
    virtual U32  getNumRenderTargets() const { return 8; }
    // }
 
+   // Copy methods
+   // {
+   virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face);
+   // }
+
    // Misc rendering control
    // {
    virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );

+ 44 - 39
Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp

@@ -185,8 +185,7 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
 
    AssertFatal(bmp->getWidth() == getWidth(), "GFXD3D11TextureObject::copyToBmp - source/dest width does not match");
    AssertFatal(bmp->getHeight() == getHeight(), "GFXD3D11TextureObject::copyToBmp - source/dest height does not match");
-   const U32 width = getWidth();
-   const U32 height = getHeight();
+   const U32 mipLevels = getMipLevels();
 
    bmp->setHasTransparency(mHasTransparency);
 
@@ -221,51 +220,57 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
    //copy the classes texture to the staging texture
    D3D11DEVICECONTEXT->CopyResource(pStagingTexture, mD3DTexture);
 
-   //map the staging resource
-   D3D11_MAPPED_SUBRESOURCE mappedRes;
-   hr = D3D11DEVICECONTEXT->Map(pStagingTexture, 0, D3D11_MAP_READ, 0, &mappedRes);
-   if (FAILED(hr))
+   for (U32 mip = 0; mip < mipLevels; mip++)
    {
-      //cleanup
-      SAFE_RELEASE(pStagingTexture);
-      Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
-      return false;
-   }
+      const U32 width = bmp->getWidth(mip);
+      const U32 height = bmp->getHeight(mip);
+      //map the staging resource
+      D3D11_MAPPED_SUBRESOURCE mappedRes;
+      const U32 subResource = D3D11CalcSubresource(mip, 0, mipLevels);
+      hr = D3D11DEVICECONTEXT->Map(pStagingTexture, subResource, D3D11_MAP_READ, 0, &mappedRes);
+      if (FAILED(hr))
+      {
+         //cleanup
+         SAFE_RELEASE(pStagingTexture);
+         Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
+         return false;
+      }
 
-   // set pointers
-   const U8* srcPtr = (U8*)mappedRes.pData;
-   U8* destPtr = bmp->getWritableBits();
+      // set pointers
+      const U8* srcPtr = (U8*)mappedRes.pData;
+      U8* destPtr = bmp->getWritableBits(mip);
 
-   // we will want to skip over any D3D cache data in the source texture
-   const S32 sourceCacheSize = mappedRes.RowPitch - width * sourceBytesPerPixel;
-   AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
+      // we will want to skip over any D3D cache data in the source texture
+      const S32 sourceCacheSize = mappedRes.RowPitch - width * sourceBytesPerPixel;
+      AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
 
-   // copy data into bitmap
-   for (U32 row = 0; row < height; ++row)
-   {
-      for (U32 col = 0; col < width; ++col)
+      // copy data into bitmap
+      for (U32 row = 0; row < height; ++row)
       {
-         destPtr[0] = srcPtr[2]; // red
-         destPtr[1] = srcPtr[1]; // green
-         destPtr[2] = srcPtr[0]; // blue 
-         if (destBytesPerPixel == 4)
-            destPtr[3] = srcPtr[3]; // alpha
-
-         // go to next pixel in src
-         srcPtr += sourceBytesPerPixel;
-
-         // go to next pixel in dest
-         destPtr += destBytesPerPixel;
+         for (U32 col = 0; col < width; ++col)
+         {
+            destPtr[0] = srcPtr[2]; // red
+            destPtr[1] = srcPtr[1]; // green
+            destPtr[2] = srcPtr[0]; // blue 
+            if (destBytesPerPixel == 4)
+               destPtr[3] = srcPtr[3]; // alpha
+
+            // go to next pixel in src
+            srcPtr += sourceBytesPerPixel;
+
+            // go to next pixel in dest
+            destPtr += destBytesPerPixel;
+         }
+         // skip past the cache data for this row (if any)
+         srcPtr += sourceCacheSize;
       }
-      // skip past the cache data for this row (if any)
-      srcPtr += sourceCacheSize;
-   }
 
-   // assert if we stomped or underran memory
-   AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
-   AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
+      // assert if we stomped or underran memory
+      AssertFatal(U32(destPtr - bmp->getWritableBits(mip)) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
+      AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
 
-   D3D11DEVICECONTEXT->Unmap(pStagingTexture, 0);
+      D3D11DEVICECONTEXT->Unmap(pStagingTexture, subResource);
+   }
 
    SAFE_RELEASE(pStagingTexture);
    PROFILE_END();

+ 1 - 1
Engine/source/gfx/Null/gfxNullDevice.h

@@ -150,7 +150,7 @@ public:
 
    virtual GFXShader* createShader() { return NULL; };
 
-
+   virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) { };
    virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) { };
    virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color) { };
    virtual bool beginSceneInternal() { return true; };

+ 16 - 227
Engine/source/gfx/bitmap/cubemapSaver.cpp

@@ -32,29 +32,10 @@
 #include "math/mathUtils.h"
 #include "math/mTransform.h"
 
-
 namespace CubemapSaver
 {
    const U32 CubeFaces = 6;
 
-   void _setConstBuffer(GFXShaderConstHandle* handle, GFXShaderConstBuffer *cbuf, const VectorF &vLookatPt, const VectorF &vUpVec)
-   {
-      VectorF cross = mCross(vUpVec, vLookatPt);
-      cross.normalizeSafe();
-
-      MatrixF matView(true);
-      matView.setColumn(0, cross);
-      matView.setColumn(1, vLookatPt);
-      matView.setColumn(2, vUpVec);
-      matView.setPosition(VectorF(0.0f, 0.0f, 1.0f));
-      matView.inverse();
-
-      if (handle->isValid())
-         cbuf->set(handle, matView);
-      else
-         Con::errorf("CubemapSaver: Failed to set a shader constant handle.");
-   }
-
    bool save(GFXCubemapHandle cubemap, const Torque::Path &path, GFXFormat compressionFormat)
    {
       if (!cubemap.isValid())
@@ -63,93 +44,40 @@ namespace CubemapSaver
          return false;
       }
 
-      // This can sometimes occur outside a begin/end scene.
-      const bool sceneBegun = GFX->canCurrentlyRender();
-      if (!sceneBegun)
-         GFX->beginScene();
 
       GFXCubemap *pCubemap = cubemap.getPointer();
-      U32 faceSize = pCubemap->getSize();
-
-      ShaderData *shaderData = nullptr;
-      GFXShaderRef shader = Sim::findObject("CubemapSaveShader", shaderData) ? shaderData->getShader() : nullptr;
-      if (!shader)
-      {
-         Con::errorf("CubemapSaver::save - could not find CubemapSaveShader");
-         return false;
-      }
-
-      GFXShaderConstHandle *matHandles[CubeFaces];
+      const U32 faceSize = pCubemap->getSize();
+      const U32 mipLevels = pCubemap->getMipMapLevels();
 
-      matHandles[0] = shader->getShaderConstHandle("$matrix0");
-      matHandles[1] = shader->getShaderConstHandle("$matrix1");
-      matHandles[2] = shader->getShaderConstHandle("$matrix2");
-      matHandles[3] = shader->getShaderConstHandle("$matrix3");
-      matHandles[4] = shader->getShaderConstHandle("$matrix4");
-      matHandles[5] = shader->getShaderConstHandle("$matrix5");
-
-      GFXShaderConstBufferRef cbuffer = shader->allocConstBuffer();
-
-      GFXTextureTarget *pTarget = GFX->allocRenderToTextureTarget();
-      GFX->pushActiveRenderTarget();
-
-      GFXFormat renderTargetFmt = GFXFormatR8G8B8A8;
+      GFXFormat targetFmt = pCubemap->getFormat();
       //setup render targets
       GFXTexHandle pTextures[CubeFaces];
-      for (U32 i = 0; i < CubeFaces; i++)
+      for (U32 face = 0; face < CubeFaces; face++)
       {
-         pTextures[i].set(faceSize, faceSize, renderTargetFmt,
-            &GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
-            1, GFXTextureManager::AA_MATCH_BACKBUFFER);
+         pTextures[face].set(faceSize, faceSize, targetFmt,
+            &GFXStaticTextureProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
+            mipLevels, GFXTextureManager::AA_MATCH_BACKBUFFER);
 
-         pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
+         // yep t3d has funky z up, need to change the face order
+         GFX->copyResource(pTextures[face], pCubemap, GFXCubemap::zUpFaceIndex(face) );
       }
 
-      //create stateblock
-      GFXStateBlockDesc desc;
-      desc.setZReadWrite(false, false);
-      desc.samplersDefined = true;
-      desc.samplers[0].addressModeU = GFXAddressClamp;
-      desc.samplers[0].addressModeV = GFXAddressClamp;
-      desc.samplers[0].addressModeW = GFXAddressClamp;
-      desc.samplers[0].magFilter = GFXTextureFilterLinear;
-      desc.samplers[0].minFilter = GFXTextureFilterLinear;
-      desc.samplers[0].mipFilter = GFXTextureFilterLinear;
-
-      //yep funky order and rotations with t3d z up
-      _setConstBuffer(matHandles[0], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(-1.0f, 0.0f, 0.0f));
-      _setConstBuffer(matHandles[1], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(1.0f, 0.0f, 0.0f));
-      _setConstBuffer(matHandles[2], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, -1.0f));
-      _setConstBuffer(matHandles[3], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, 1.0f));
-      _setConstBuffer(matHandles[4], cbuffer, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
-      _setConstBuffer(matHandles[5], cbuffer, VectorF(0.0f, 0.0f, 1.0f), VectorF(0.0f, 1.0f, 0.0f));
-
-      GFXTransformSaver saver;
-      GFX->setActiveRenderTarget(pTarget);
-      GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
-      GFX->setStateBlockByDesc(desc);
-      GFX->setWorldMatrix(MatrixF::Identity);
-      GFX->setProjectionMatrix(MatrixF::Identity);
-      GFX->setCubeTexture(0, pCubemap);
-      GFX->setShaderConstBuffer(cbuffer);
-      GFX->setShader(shader);
-      GFX->drawPrimitive(GFXTriangleList, 0, 3);
-      pTarget->resolve();
-
       GBitmap *pBitmaps[CubeFaces];
       bool error = false;
       const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat);
+      const bool hasMips = mipLevels > 1 ? true : false;
       for (U32 i = 0; i < CubeFaces; i++)
       {
-         pBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
+         pBitmaps[i] = new GBitmap(faceSize, faceSize, hasMips, targetFmt);
          bool result = pTextures[i].copyToBmp(pBitmaps[i]);
          if (!result)
          {
             Con::errorf("CubemapSaver: cubemap number %u failed to copy", i);
             error = true;
          }
-         //gen mip maps
-         pBitmaps[i]->extrudeMipLevels();
+         //gen mip maps if there are none
+         if(!hasMips)
+            pBitmaps[i]->extrudeMipLevels();
       }
 
       if (!error)
@@ -176,20 +104,10 @@ namespace CubemapSaver
          }
       }
 
+      //cleanup
       for (U32 i = 0; i < CubeFaces; i++)
          SAFE_DELETE(pBitmaps[i]);
 
-      //cleaup
-      GFX->popActiveRenderTarget();
-      GFX->setTexture(0, NULL);
-      GFX->setShader(NULL);
-      GFX->setShaderConstBuffer(NULL);
-      GFX->setVertexBuffer(NULL);
-
-      // End it if we begun it.
-      if (!sceneBegun)
-         GFX->endScene();
-
 
       return true;
    }
@@ -202,135 +120,6 @@ namespace CubemapSaver
          return false;
       }
 
-      // This can sometimes occur outside a begin/end scene.
-      const bool sceneBegun = GFX->canCurrentlyRender();
-      if (!sceneBegun)
-         GFX->beginScene();
-
-      GFXCubemap *pCubemap = cubemap.getPointer();
-      U32 faceSize = pCubemap->getSize();
-
-      ShaderData *shaderData = nullptr;
-      GFXShaderRef shader = Sim::findObject("CubemapSaveShader", shaderData) ? shaderData->getShader() : nullptr;
-      if (!shader)
-      {
-         Con::errorf("CubemapSaver::save - could not find CubemapSaveShader");
-         return false;
-      }
-
-      GFXShaderConstHandle *matHandles[CubeFaces];
-
-      matHandles[0] = shader->getShaderConstHandle("$matrix0");
-      matHandles[1] = shader->getShaderConstHandle("$matrix1");
-      matHandles[2] = shader->getShaderConstHandle("$matrix2");
-      matHandles[3] = shader->getShaderConstHandle("$matrix3");
-      matHandles[4] = shader->getShaderConstHandle("$matrix4");
-      matHandles[5] = shader->getShaderConstHandle("$matrix5");
-
-      GFXShaderConstBufferRef cbuffer = shader->allocConstBuffer();
-
-      GFXTextureTarget *pTarget = GFX->allocRenderToTextureTarget();
-      GFX->pushActiveRenderTarget();
-
-      GFXFormat renderTargetFmt = GFXFormatR8G8B8A8;
-      //setup render targets
-      GFXTexHandle pTextures[CubeFaces];
-      for (U32 i = 0; i < CubeFaces; i++)
-      {
-         pTextures[i].set(faceSize, faceSize, renderTargetFmt,
-            &GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
-            1, GFXTextureManager::AA_MATCH_BACKBUFFER);
-
-         pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
-      }
-
-      //create stateblock
-      GFXStateBlockDesc desc;
-      desc.setZReadWrite(false, false);
-      desc.samplersDefined = true;
-      desc.samplers[0].addressModeU = GFXAddressClamp;
-      desc.samplers[0].addressModeV = GFXAddressClamp;
-      desc.samplers[0].addressModeW = GFXAddressClamp;
-      desc.samplers[0].magFilter = GFXTextureFilterLinear;
-      desc.samplers[0].minFilter = GFXTextureFilterLinear;
-      desc.samplers[0].mipFilter = GFXTextureFilterLinear;
-
-      //yep funky order and rotations with t3d z up
-      _setConstBuffer(matHandles[0], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(-1.0f, 0.0f, 0.0f));
-      _setConstBuffer(matHandles[1], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(1.0f, 0.0f, 0.0f));
-      _setConstBuffer(matHandles[2], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, -1.0f));
-      _setConstBuffer(matHandles[3], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, 1.0f));
-      _setConstBuffer(matHandles[4], cbuffer, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
-      _setConstBuffer(matHandles[5], cbuffer, VectorF(0.0f, 0.0f, 1.0f), VectorF(0.0f, 1.0f, 0.0f));
-
-      GFXTransformSaver saver;
-      GFX->setActiveRenderTarget(pTarget);
-      GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
-      GFX->setStateBlockByDesc(desc);
-      GFX->setWorldMatrix(MatrixF::Identity);
-      GFX->setProjectionMatrix(MatrixF::Identity);
-      GFX->setCubeTexture(0, pCubemap);
-      GFX->setShaderConstBuffer(cbuffer);
-      GFX->setShader(shader);
-      GFX->drawPrimitive(GFXTriangleList, 0, 3);
-      pTarget->resolve();
-
-      bool error = false;
-      const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat);
-      for (U32 i = 0; i < CubeFaces; i++)
-      {
-         //faceBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
-         bool result = pTextures[i].copyToBmp(faceBitmaps[i]);
-         if (!result)
-         {
-            Con::errorf("CubemapSaver: cubemap number %u failed to copy", i);
-            error = true;
-         }
-         //gen mip maps
-         faceBitmaps[i]->extrudeMipLevels();
-      }
-
-      /*if (!error)
-      {
-         DDSFile *pDds = DDSFile::createDDSCubemapFileFromGBitmaps(pBitmaps);
-         if (pDds)
-         {
-            // non compressed format needs swizzling
-            if (!compressedFormat)
-               ImageUtil::swizzleDDS(pDds, Swizzles::bgra);
-
-            if (compressedFormat)
-               ImageUtil::ddsCompress(pDds, compressionFormat);
-
-            FileStream  stream;
-            stream.open(path, Torque::FS::File::Write);
-
-            if (stream.getStatus() == Stream::Ok)
-               pDds->write(stream);
-            else
-               Con::errorf("CubemapSaver: failed to open file stream for file %s", path.getFullPath().c_str());
-
-            SAFE_DELETE(pDds);
-         }
-      }
-
-      for (U32 i = 0; i < CubeFaces; i++)
-         SAFE_DELETE(pBitmaps[i]);*/
-
-      //cleaup
-      GFX->popActiveRenderTarget();
-      GFX->setTexture(0, NULL);
-      GFX->setShader(NULL);
-      GFX->setShaderConstBuffer(NULL);
-      GFX->setVertexBuffer(NULL);
-
-      // End it if we begun it.
-      if (!sceneBegun)
-         GFX->endScene();
-
-      if (error)
-         return false;
-
-      return true;
+      return false;
    }
 }

+ 1 - 1
Engine/source/gfx/gfxCubemap.cpp

@@ -35,7 +35,7 @@ GFXCubemap::~GFXCubemap()
       TEXMGR->releaseCubemap( this );
 }
 
-U32 GFXCubemap::_zUpFaceIndex(const U32 index)
+U32 GFXCubemap::zUpFaceIndex(const U32 index)
 {
    switch (index)
    {

+ 3 - 2
Engine/source/gfx/gfxCubemap.h

@@ -47,8 +47,6 @@ protected:
    /// Sets the cubemap file path.
    void _setPath( const String &path ) { mPath = path; }
 
-   /// Get Z up face index of the cubemap. DDS files will be stored Y up
-   U32 _zUpFaceIndex(const U32 index);
 
    U32 mMipMapLevels;
 public:
@@ -81,6 +79,9 @@ public:
 
    /// Get the number of mip maps
    const U32 getMipMapLevels() const { return mMipMapLevels; }
+
+   /// Get Z up face index of the cubemap. DDS files will be stored Y up
+   static U32 zUpFaceIndex(const U32 index);
 };
 
 

+ 7 - 0
Engine/source/gfx/gfxDevice.h

@@ -826,6 +826,13 @@ public:
  
    //-----------------------------------------------------------------------------
 
+   /// @name Copying methods
+   /// @{
+
+   virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) = 0;
+
+   /// @}
+
    /// @name Rendering methods
    /// @{
 

+ 1 - 1
Engine/source/gfx/gl/gfxGLCubemap.cpp

@@ -165,7 +165,7 @@ void GFXGLCubemap::initStatic( DDSFile *dds )
       }
 
       // convert to Z up
-      const U32 faceIndex = _zUpFaceIndex(i);
+      const U32 faceIndex = zUpFaceIndex(i);
 
       // Now loop thru the mip levels!
       for (U32 mip = 0; mip < mMipMapLevels; ++mip)

+ 2 - 1
Engine/source/gfx/gl/gfxGLDevice.h

@@ -116,7 +116,8 @@ public:
    virtual U32 getNumRenderTargets() const;
 
    virtual GFXShader* createShader();
-      
+   //TODO: implement me!
+   virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) {};
    virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
    virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
    virtual bool beginSceneInternal();

+ 24 - 79
Engine/source/lighting/advanced/advancedLightBinManager.cpp

@@ -286,8 +286,6 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
    MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
    matrixSet.restoreSceneViewProjection();
 
-   const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
-
    // Set up the SG Data
    SceneData sgData;
    sgData.init( state );
@@ -528,17 +526,6 @@ void AdvancedLightBinManager::_setupPerFrameParameters( const SceneRenderState *
                                           farPlane, 
                                           vsFarPlane);
    }
-
-   MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
-   //matrixSet.restoreSceneViewProjection();
-
-   const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
-
-   MatrixF inverseViewMatrix = worldToCameraXfm;
-   //inverseViewMatrix.fullInverse();
-   //inverseViewMatrix.transpose();
-
-   //MatrixF inverseViewMatrix = MatrixF::Identity;
 }
 
 void AdvancedLightBinManager::setupSGData( SceneData &data, const SceneRenderState* state, LightInfo *light )
@@ -623,10 +610,9 @@ AdvancedLightBinManager::LightMaterialInfo::LightMaterialInfo( const String &mat
    lightPosition(NULL), 
    lightDirection(NULL), 
    lightColor(NULL), 
-   lightAttenuation(NULL),
-   lightRange(NULL), 
-   lightAmbient(NULL), 
-   lightTrilight(NULL), 
+   lightRange(NULL),
+   lightInvSqrRange(NULL),
+   lightAmbient(NULL),
    lightSpotParams(NULL)
 {   
    Material *mat = MATMGR->getMaterialDefinitionByName( matName );
@@ -642,10 +628,9 @@ AdvancedLightBinManager::LightMaterialInfo::LightMaterialInfo( const String &mat
 
    lightDirection = matInstance->getMaterialParameterHandle("$lightDirection");
    lightAmbient = matInstance->getMaterialParameterHandle("$lightAmbient");
-   lightTrilight = matInstance->getMaterialParameterHandle("$lightTrilight");
    lightSpotParams = matInstance->getMaterialParameterHandle("$lightSpotParams");
-   lightAttenuation = matInstance->getMaterialParameterHandle("$lightAttenuation");
    lightRange = matInstance->getMaterialParameterHandle("$lightRange");
+   lightInvSqrRange = matInstance->getMaterialParameterHandle("$lightInvSqrRange");
    lightPosition = matInstance->getMaterialParameterHandle("$lightPosition");
    farPlane = matInstance->getMaterialParameterHandle("$farPlane");
    vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
@@ -686,87 +671,47 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
 {
    MaterialParameters *matParams = matInstance->getMaterialParameters();
 
-   // Set color in the right format, set alpha to the luminance value for the color.
-   LinearColorF col = lightInfo->getColor();
-
-   // TODO: The specularity control of the light
-   // is being scaled by the overall lumiance.
-   //
-   // Not sure if this may be the source of our
-   // bad specularity results maybe?
-   //
-
-   const Point3F colorToLumiance( 0.3576f, 0.7152f, 0.1192f );
-   F32 lumiance = mDot(*((const Point3F *)&lightInfo->getColor()), colorToLumiance );
-   col.alpha *= lumiance;
-
-   matParams->setSafe( lightColor, col );
+   matParams->setSafe( lightColor, lightInfo->getColor() );
    matParams->setSafe( lightBrightness, lightInfo->getBrightness() );
 
    switch( lightInfo->getType() )
    {
    case LightInfo::Vector:
       {
-         const VectorF lightDir = lightInfo->getDirection();
-         matParams->setSafe( lightDirection, lightDir );
-
-         // Set small number for alpha since it represents existing specular in
-         // the vector light. This prevents a divide by zero.
-         LinearColorF ambientColor = renderState->getAmbientLightColor();
-         ambientColor.alpha = 0.00001f;
-         matParams->setSafe( lightAmbient, ambientColor );
-
-         // If no alt color is specified, set it to the average of
-         // the ambient and main color to avoid artifacts.
-         //
-         // TODO: Trilight disabled until we properly implement it
-         // in the light info!
-         //
-         //LinearColorF lightAlt = lightInfo->getAltColor();
-         LinearColorF lightAlt( LinearColorF::BLACK ); // = lightInfo->getAltColor();
-         if ( lightAlt.red == 0.0f && lightAlt.green == 0.0f && lightAlt.blue == 0.0f )
-            lightAlt = (lightInfo->getColor() + renderState->getAmbientLightColor()) / 2.0f;
-
-         LinearColorF trilightColor = lightAlt;
-         matParams->setSafe(lightTrilight, trilightColor);
+         matParams->setSafe( lightDirection, lightInfo->getDirection());
+         matParams->setSafe( lightAmbient, renderState->getAmbientLightColor());
       }
       break;
 
    case LightInfo::Spot:
       {
          const F32 outerCone = lightInfo->getOuterConeAngle();
-         const F32 innerCone = getMin( lightInfo->getInnerConeAngle(), outerCone );
-         const F32 outerCos = mCos( mDegToRad( outerCone / 2.0f ) );
-         const F32 innerCos = mCos( mDegToRad( innerCone / 2.0f ) );
-         Point4F spotParams(  outerCos, 
-                              innerCos - outerCos, 
-                              mCos( mDegToRad( outerCone ) ), 
-                              0.0f );
+         const F32 innerCone = getMin(lightInfo->getInnerConeAngle(), outerCone);
+         const F32 outerCos = mCos(mDegToRad(outerCone / 2.0f));
+         const F32 innerCos = mCos(mDegToRad(innerCone / 2.0f));
+         Point2F spotParams(outerCos,innerCos - outerCos); 
 
          matParams->setSafe( lightSpotParams, spotParams );
          matParams->setSafe( lightDirection, lightInfo->getDirection());
          matParams->setSafe( lightPosition, lightInfo->getPosition());
+
+         const F32 radius = lightInfo->getRange().x;
+         const F32 invSqrRadius = 1.0f / mSquared(radius);
+         matParams->setSafe(lightRange, radius);
+         matParams->setSafe(lightInvSqrRange, invSqrRadius);
       }
-      // Fall through
+      break;
 
    case LightInfo::Point:
-   {
-      const F32 radius = lightInfo->getRange().x;
-      matParams->setSafe( lightRange, radius );
-      matParams->setSafe( lightPosition, lightInfo->getPosition());
-
-      // Get the attenuation falloff ratio and normalize it.
-      Point3F attenRatio = lightInfo->getExtended<ShadowMapParams>()->attenuationRatio;
-      F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
-      if ( total > 0.0f )
-         attenRatio /= total;
-
-      Point2F attenParams( ( 1.0f / radius ) * attenRatio.y,
-                           ( 1.0f / ( radius * radius ) ) * attenRatio.z );
+      {
+         matParams->setSafe(lightPosition, lightInfo->getPosition());
 
-      matParams->setSafe( lightAttenuation, attenParams );
+         const F32 radius = lightInfo->getRange().x;
+         const F32 invSqrRadius = 1.0f / (radius * radius);
+         matParams->setSafe( lightRange, radius);
+         matParams->setSafe( lightInvSqrRange, invSqrRadius);  
+      }
       break;
-   }
 
    default:
       AssertFatal( false, "Bad light type!" );

+ 1 - 2
Engine/source/lighting/advanced/advancedLightBinManager.h

@@ -165,10 +165,9 @@ protected:
       MaterialParameterHandle *lightDirection;
       MaterialParameterHandle *lightColor;
       MaterialParameterHandle *lightBrightness;
-      MaterialParameterHandle *lightAttenuation;
       MaterialParameterHandle *lightRange;
+      MaterialParameterHandle *lightInvSqrRange;
       MaterialParameterHandle *lightAmbient;
-      MaterialParameterHandle *lightTrilight;
       MaterialParameterHandle *lightSpotParams;
 
       LightMaterialInfo(   const String &matName, 

+ 3 - 14
Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs

@@ -92,7 +92,7 @@ new CustomMaterial( AL_VectorLightMaterial )
    sampler["colorBuffer"] = "#color";
    sampler["matInfoBuffer"] = "#matinfo";
    
-   target = "diffuseLighting";
+   target = "AL_FormatToken";
    
    pixVersion = 3.0;
 };
@@ -170,7 +170,7 @@ new CustomMaterial( AL_PointLightMaterial )
    sampler["colorBuffer"] = "#color";
    sampler["matInfoBuffer"] = "#matinfo";
    
-   target = "diffuseLighting";
+   target = "AL_FormatToken";
    
    pixVersion = 3.0;
 };
@@ -209,7 +209,7 @@ new CustomMaterial( AL_SpotLightMaterial )
    sampler["colorBuffer"] = "#color";
    sampler["matInfoBuffer"] = "#matinfo";
    
-   target = "diffuseLighting";
+   target = "AL_FormatToken";
    
    pixVersion = 3.0;
 };
@@ -375,17 +375,6 @@ new ShaderData( PrefiterCubemapShader )
    pixVersion = 3.0;
 };
 
-new ShaderData( BRDFLookupShader )
-{
-   DXVertexShaderFile = "shaders/common/lighting/advanced/cubemapV.hlsl";
-   DXPixelShaderFile  = "shaders/common/lighting/advanced/brdfLookupP.hlsl";
-
-   OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/cubemapV.glsl";
-   OGLPixelShaderFile  = "shaders/common/lighting/advanced/gl/brdfLookupP.glsl";
-   
-   pixVersion = 3.0;
-};
-
 new ShaderData( SkyLightShader )
 {
    DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";

+ 0 - 13
Templates/Full/game/core/scripts/client/shaders.cs

@@ -138,16 +138,3 @@ singleton ShaderData( VolumetricFogReflectionShader )
 	
    pixVersion = 3.0;
 };
-
-singleton ShaderData( CubemapSaveShader )
-{
-   DXVertexShaderFile = "shaders/common/cubemapSaveV.hlsl";
-   DXPixelShaderFile = "shaders/common/cubemapSaveP.hlsl";
-	
-   OGLVertexShaderFile  = "shaders/common/gl/cubemapSaveV.glsl";
-   OGLPixelShaderFile   = "shaders/common/gl/cubemapSaveP.glsl";
-   
-   samplerNames[0] = "$cubemapTex";
-	
-   pixVersion = 3.0;
-};

+ 0 - 63
Templates/Full/game/shaders/common/cubemapSaveP.hlsl

@@ -1,63 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2016 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct Conn
-{
-   float4 hpos : TORQUE_POSITION;
-   float3 face_pos_x : TEXCOORD0;
-   float3 face_neg_x : TEXCOORD1;
-   float3 face_pos_y : TEXCOORD2;
-   float3 face_neg_y : TEXCOORD3;
-   float3 face_pos_z : TEXCOORD4;
-   float3 face_neg_z : TEXCOORD5;
-};
-
-struct Fragout
-{
-   float4 target0 : TORQUE_TARGET0;
-   float4 target1 : TORQUE_TARGET1;
-   float4 target2 : TORQUE_TARGET2;
-   float4 target3 : TORQUE_TARGET3;
-   float4 target4 : TORQUE_TARGET4;
-   float4 target5 : TORQUE_TARGET5;
-};
-
-TORQUE_UNIFORM_SAMPLERCUBE(cubemapTex, 0);
-
-//-----------------------------------------------------------------------------
-// Main                                                                        
-//-----------------------------------------------------------------------------
-Fragout main(Conn In)
-{
-   Fragout Out;
-
-   Out.target0 = TORQUE_TEXCUBE(cubemapTex, In.face_pos_x);
-   Out.target1 = TORQUE_TEXCUBE(cubemapTex, In.face_neg_x);
-   Out.target2 = TORQUE_TEXCUBE(cubemapTex, In.face_pos_y);
-   Out.target3 = TORQUE_TEXCUBE(cubemapTex, In.face_neg_y);
-   Out.target4 = TORQUE_TEXCUBE(cubemapTex, In.face_pos_z);
-   Out.target5 = TORQUE_TEXCUBE(cubemapTex, In.face_neg_z);
-
-   return Out;
-}

+ 0 - 56
Templates/Full/game/shaders/common/cubemapSaveV.hlsl

@@ -1,56 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2016 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "shaderModel.hlsl"
-
-struct Conn
-{
-   float4 hpos : TORQUE_POSITION;
-   float3 face_pos_x : TEXCOORD0;
-   float3 face_neg_x : TEXCOORD1;
-   float3 face_pos_y : TEXCOORD2;
-   float3 face_neg_y : TEXCOORD3;
-   float3 face_pos_z : TEXCOORD4;
-   float3 face_neg_z : TEXCOORD5;
-};
-
-uniform float4x4 matrix0;
-uniform float4x4 matrix1;
-uniform float4x4 matrix2;
-uniform float4x4 matrix3;
-uniform float4x4 matrix4;
-uniform float4x4 matrix5;
-
-Conn main(uint id: SV_VertexID)
-{
-   Conn Out;
-   float4 vertex = float4(float2((id << 1) & 2, id & 2) * float2(2, -2) + float2(-1, 1), 0, 1);
-   Out.hpos = vertex;
-   Out.face_pos_x = mul(matrix0, vertex).xyz;
-   Out.face_neg_x = mul(matrix1, vertex).xyz;
-   Out.face_pos_y = mul(matrix2, vertex).xyz;
-   Out.face_neg_y = mul(matrix3, vertex).xyz;
-   Out.face_pos_z = mul(matrix4, vertex).xyz;
-   Out.face_neg_z = mul(matrix5, vertex).xyz;
-
-   return Out;
-}

+ 28 - 22
Templates/Full/game/shaders/common/lighting.hlsl

@@ -122,7 +122,7 @@ struct Surface
 	}
 };
 
-inline Surface CreateSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TORQUE_SAMPLER2D(gbufferTex2), in float2 uv, in float3 wsEyePos, in float3 wsEyeRay, in float4x4 invView)
+inline Surface createSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TORQUE_SAMPLER2D(gbufferTex2), in float2 uv, in float3 wsEyePos, in float3 wsEyeRay, in float4x4 invView)
 {
 	Surface surface = (Surface)0;
 
@@ -148,15 +148,17 @@ inline Surface CreateSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TOR
 struct SurfaceToLight
 {
 	float3 L;				// surface to light vector
+   float3 Lu;				// un-normalized surface to light vector
 	float3 H;				// half-vector between view vector and light vector
 	float NdotL;			// cos(angle between N and L)
 	float HdotV;			// cos(angle between H and V) = HdotL = cos(angle between H and L)
 	float NdotH;			// cos(angle between N and H)
 };
 
-inline SurfaceToLight CreateSurfaceToLight(in Surface surface, in float3 L)
+inline SurfaceToLight createSurfaceToLight(in Surface surface, in float3 L)
 {
 	SurfaceToLight surfaceToLight = (SurfaceToLight)0;
+   surfaceToLight.Lu = L;
 	surfaceToLight.L = normalize(L);
 	surfaceToLight.H = normalize(surface.V + surfaceToLight.L);
 	surfaceToLight.NdotL = saturate(dot(surfaceToLight.L, surface.N));
@@ -187,42 +189,46 @@ float3 BRDF_GetDiffuse(in Surface surface, in SurfaceToLight surfaceToLight)
 	return diffuse;
 }
 
-// inverse square falloff from Epic Games' paper
-float Attenuate(float distToLight, float radius)
+//attenuations functions from "moving frostbite to pbr paper"
+//https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
+float smoothDistanceAtt ( float squaredDistance , float invSqrAttRadius )
 {
-   float distanceByRadius = 1.0f - pow((distToLight / radius), 4);
-   float clamped = pow(clamp(distanceByRadius, 0.0f, 1.0f), 2.0f);
-   return clamped / (sqr(distToLight) + 1.0f);
+   float factor = squaredDistance * invSqrAttRadius ;
+   float smoothFactor = saturate (1.0f - factor * factor );
+   return sqr(smoothFactor);
 }
 
-inline float3 GetDirectionalLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
+float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
 {
-   float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity;
-   float3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
-   float3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
+   float sqrDist = dot ( unormalizedLightVector , unormalizedLightVector );
+   float attenuation = 1.0 / (max ( sqrDist , 0.01*0.01) );
+   attenuation *= smoothDistanceAtt ( sqrDist , invSqrAttRadius );
+   return attenuation;
+}
 
-   float3 final = max(0.0f, diffuse + spec * surface.ao);
-   return final;
+ float getSpotAngleAtt( float3 normalizedLightVector , float3 lightDir , float2 lightSpotParams )
+ {
+   float cd = dot ( lightDir , normalizedLightVector );
+   float attenuation = saturate ( ( cd - lightSpotParams.x ) / lightSpotParams.y );
+   // smooth the transition
+   return sqr(attenuation);
 }
 
-inline float3 GetPointLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity,float distToLight, float radius, float shadow)
+inline float3 getDirectionalLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
 {
-   float attenuation = Attenuate(distToLight,radius);
-
-   float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
-
+   float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity;
    float3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
    float3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
 
-   float3 final = max(0.0f, diffuse + spec * surface.ao * surface.F);
+   float3 final = max(0.0f, diffuse + spec * surface.ao);
    return final;
 }
 
-inline float3 GetSpotLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity,float distToLight, float radius, float shadow)
+inline float3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float shadow)
 {
-   float attenuation = Attenuate(distToLight,radius);
-   //attenuation *= ( cosAlpha - lightSpotParams.x ) / lightSpotParams.y;
+   float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
    float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
+
    float3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
    float3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
 

+ 0 - 138
Templates/Full/game/shaders/common/lighting/advanced/brdfLookupP.hlsl

@@ -1,138 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../torque.hlsl"
-
-struct ConnectData
-{
-    float4 hpos    : TORQUE_POSITION;
-    float2 uv      : TEXCOORD;
-};
-
-// ----------------------------------------------------------------------------
-// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
-// efficient VanDerCorpus calculation.
-float RadicalInverse_VdC(uint bits) 
-{
-     bits = (bits << 16u) | (bits >> 16u);
-     bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
-     bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
-     bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
-     bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
-     return float(bits) * 2.3283064365386963e-10; // / 0x100000000
-}
-// ----------------------------------------------------------------------------
-float2 Hammersley(uint i, uint N)
-{
-	return float2(float(i)/float(N), RadicalInverse_VdC(i));
-}
-// ----------------------------------------------------------------------------
-float3 ImportanceSampleGGX(float2 Xi, float3 N, float roughness)
-{
-	float a = roughness*roughness;
-	
-	float phi = 2.0 * M_PI_F * Xi.x;
-	float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
-	float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
-	
-	// from spherical coordinates to cartesian coordinates - halfway vector
-	float3 H;
-	H.x = cos(phi) * sinTheta;
-	H.y = sin(phi) * sinTheta;
-	H.z = cosTheta;
-	
-	// from tangent-space H vector to world-space sample vector
-	float3 up          = abs(N.z) < 0.999 ? float3(0.0, 0.0, 1.0) : float3(1.0, 0.0, 0.0);
-	float3 tangent   = normalize(cross(up, N));
-	float3 bitangent = cross(N, tangent);
-	
-	float3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
-	return normalize(sampleVec);
-}
-// ----------------------------------------------------------------------------
-float GeometrySchlickGGX(float NdotV, float roughness)
-{
-    // note that we use a different k for IBL
-    float a = roughness;
-    float k = (a * a) / 2.0;
-
-    float nom   = NdotV;
-    float denom = NdotV * (1.0 - k) + k;
-
-    return nom / denom;
-}
-// ----------------------------------------------------------------------------
-float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
-{
-    float NdotV = max(dot(N, V), 0.0);
-    float NdotL = max(dot(N, L), 0.0);
-    float ggx2 = GeometrySchlickGGX(NdotV, roughness);
-    float ggx1 = GeometrySchlickGGX(NdotL, roughness);
-
-    return ggx1 * ggx2;
-}
-// ----------------------------------------------------------------------------
-float2 IntegrateBRDF(float NdotV, float roughness)
-{
-    float3 V;
-    V.x = sqrt(1.0 - NdotV*NdotV);
-    V.y = 0.0;
-    V.z = NdotV;
-
-    float A = 0.0;
-    float B = 0.0; 
-
-    float3 N = float3(0.0, 0.0, 1.0);
-    
-    const uint SAMPLE_COUNT = 1024u;
-    for(uint i = 0u; i < SAMPLE_COUNT; ++i)
-    {
-        // generates a sample vector that's biased towards the
-        // preferred alignment direction (importance sampling).
-        float2 Xi = Hammersley(i, SAMPLE_COUNT);
-        float3 H = ImportanceSampleGGX(Xi, N, roughness);
-        float3 L = normalize(2.0 * dot(V, H) * H - V);
-
-        float NdotL = max(L.z, 0.0);
-        float NdotH = max(H.z, 0.0);
-        float VdotH = max(dot(V, H), 0.0);
-
-        if(NdotL > 0.0)
-        {
-            float G = GeometrySmith(N, V, L, roughness);
-            float G_Vis = (G * VdotH) / (NdotH * NdotV);
-            float Fc = pow(1.0 - VdotH, 5.0);
-
-            A += (1.0 - Fc) * G_Vis;
-            B += Fc * G_Vis;
-        }
-    }
-    A /= float(SAMPLE_COUNT);
-    B /= float(SAMPLE_COUNT);
-    return float2(A, B);
-}
-
-float4 main(ConnectData IN) : TORQUE_TARGET0
-{
-    return float4(IntegrateBRDF(IN.uv.x, IN.uv.y).rg,0,1);
-    //return float2(1,1);
-}

+ 14 - 37
Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl

@@ -36,7 +36,6 @@ struct ConvexConnectP
    float4 vsEyeDir : TEXCOORD2;
 };
 
-
 #ifdef USE_COOKIE_TEX
 
 /// The texture for cookie rendering.
@@ -130,12 +129,11 @@ uniform float4 lightMapParams;
 uniform float4 vsFarPlane;
 uniform float4 lightParams;
 
-uniform float  lightRange;
+uniform float lightRange;
+uniform float lightInvSqrRange;
 uniform float shadowSoftness;
 uniform float4x4 worldToCamera;
-uniform float3x3 viewToLightProj;
 uniform float3x3 worldToLightProj;
-uniform float3x3 dynamicViewToLightProj;
 
 uniform float3 eyePosWorld;
 uniform float4x4 cameraToWorld;
@@ -154,7 +152,7 @@ float4 main(   ConvexConnectP IN ) : SV_TARGET
    float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
 
    //create surface
-   Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
+   Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
                                     uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
 
    //early out if emissive
@@ -165,12 +163,12 @@ float4 main(   ConvexConnectP IN ) : SV_TARGET
 
    float3 L = lightPosition - surface.P;
    float dist = length(L);
-   float3 result = 0.0.xxx;
+   float3 lighting = 0.0.xxx;
    [branch]
-	if (dist < lightRange)
+	if(dist < lightRange)
 	{     
       float distToLight = dist / lightRange;
-      SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, L);
+      SurfaceToLight surfaceToLight = createSurfaceToLight(surface, L);
 
    #ifdef NO_SHADOW
       float shadowed = 1.0;
@@ -183,50 +181,29 @@ float4 main(   ConvexConnectP IN ) : SV_TARGET
       float shadowed = saturate( exp( lightParams.y * ( occ - distToLight ) ) );
 
    #else
-      // Static
       float2 shadowCoord = decodeShadowCoord( mul( worldToLightProj, -surfaceToLight.L ) ).xy;
-      float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap),
-         ssPos.xy,
-         shadowCoord,
-         shadowSoftness,
-         distToLight,
-         surfaceToLight.NdotL,
-         lightParams.y);
-
-      // Dynamic
-      float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
-         ssPos.xy,
-         shadowCoord,
-         shadowSoftness,
-         distToLight,
-         surfaceToLight.NdotL,
-         lightParams.y);
-
+      float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
+      float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
       float shadowed = min(static_shadowed, dynamic_shadowed);
-
    #endif
    
    #endif // !NO_SHADOW
    
-      float3 lightcol = lightColor.rgb;
+      float3 lightCol = lightColor.rgb;
    #ifdef USE_COOKIE_TEX
-
       // Lookup the cookie sample.
       float4 cookie = TORQUE_TEXCUBE(cookieMap, mul(worldToLightProj, -surfaceToLight.L));
-
       // Multiply the light with the cookie tex.
-      lightcol *= cookie.rgb;
-
+      lightCol *= cookie.rgb;
       // Use a maximum channel luminance to attenuate 
       // the lighting else we get specular in the dark
       // regions of the cookie texture.
-      atten *= max(cookie.r, max(cookie.g, cookie.b));
-
+      lightCol *= max(cookie.r, max(cookie.g, cookie.b));
    #endif
 
-      //get point light contribution   
-      result = GetPointLight(surface, surfaceToLight, lightcol, lightBrightness, dist, lightRange, shadowed);
+      //get punctual light contribution   
+      lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
    }
       
-   return float4(result, 0);
+   return float4(lighting, 0);
 }

+ 0 - 69
Templates/Full/game/shaders/common/lighting/advanced/probeShadingP.hlsl

@@ -1,69 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "../../shaderModelAutoGen.hlsl"
-#include "../../postfx/postFx.hlsl"
-#include "shaders/common/torque.hlsl"
-
-TORQUE_UNIFORM_SAMPLER2D(colorBufferTex,0);
-TORQUE_UNIFORM_SAMPLER2D(diffuseLightingBuffer,1);
-TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2);
-TORQUE_UNIFORM_SAMPLER2D(specularLightingBuffer,3);
-TORQUE_UNIFORM_SAMPLER2D(deferredTex,4);
-
-uniform float radius;
-uniform float2 targetSize;
-uniform int captureRez;
-float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
-{        
-   float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
-
-   if (depth>0.9999)
-      return float4(0,0,0,0);
-
-   float3 albedo = TORQUE_TEX2D( colorBufferTex, IN.uv0 ).rgb; //albedo
-   float4 matInfo = TORQUE_TEX2D(matInfoTex, IN.uv0); //flags|smoothness|ao|metallic
-
-   bool emissive = getFlag(matInfo.r, 0);
-   if (emissive)
-   {
-      return float4(albedo, 1.0);
-   }
-	  
-   float4 diffuse = TORQUE_TEX2D( diffuseLightingBuffer, IN.uv0 ); //shadowmap*specular
-   float4 specular = TORQUE_TEX2D( specularLightingBuffer, IN.uv0 ); //environment mapping*lightmaps
-   
-   float metalness = matInfo.a;
-   
-   float3 diffuseColor = albedo - (albedo * metalness);
-   float3 specularColor = lerp(float3(0.04,0.04,0.04), albedo, metalness);
-
-   float3 light = (diffuseColor * diffuse.rgb) + (specularColor * specular.rgb);
-   float2 relUV = IN.uv0*targetSize/captureRez;
-   
-   //we use a 1k depth range in the capture frustum. 
-   //reduce that a bit to get something resembling depth fidelity out of 8 bits
-   depth*=2000/radius;
-   
-   float rLen = length(float3(relUV,depth)-float3(0.5,0.5,0));
-   return hdrEncode( float4(light,rLen));
-}

+ 2 - 41
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeP.hlsl

@@ -79,31 +79,6 @@ float3 iblBoxSpecular(float3 normal, float3 wsPos, float roughness, float3 surfT
    return radiance;
 }
 
-/*
-float defineSphereSpaceInfluence(float3 centroidPosVS, float rad, float2 atten, float3 surfPosVS, float3 norm)
-{
-    // Build light vec, get length, clip pixel if needed
-    float3 lightVec = centroidPosVS - surfPosVS;
-    float lenLightV = length( lightVec );
-    if (( rad - lenLightV )<0)
-		return -1;
-
-    // Get the attenuated falloff.
-    float attn = attenuate( float4(1,1,1,1), atten, lenLightV );
-    if ((attn - 1e-6)<0)
-		return -1;
-
-    // Normalize lightVec
-    lightVec = lightVec /= lenLightV;
-
-    // If we can do dynamic branching then avoid wasting
-    // fillrate on pixels that are backfacing to the light.
-    float nDotL = abs(dot( lightVec, norm ));
-
-    return saturate( nDotL * attn );
-}
-*/
-
 float defineBoxSpaceInfluence(float3 surfPosWS, float3 probePos, float radius, float atten)
 {
     float3 surfPosLS = mul( worldToObj, float4(surfPosWS,1.0)).xyz;
@@ -120,18 +95,6 @@ float defineBoxSpaceInfluence(float3 surfPosWS, float3 probePos, float radius, f
     return max(localDir.x, max(localDir.y, localDir.z)) * -1;
 }
 
-float defineDepthInfluence(float3 probePosWS, float3 surfPosWS, TORQUE_SAMPLERCUBE(radianceCube))
-{
-	//TODO properly: filter out pixels projected uppon by probes behind walls by looking up the depth stored in the probes cubemap alpha
-	//and comparing legths
-	float3 probeToSurf = probePosWS-surfPosWS;
-			
-	float depthRef = TORQUE_TEXCUBELOD(cubeMap, float4(-probeToSurf,0)).a*radius;
-	float dist = length( probeToSurf );
-
-	return depthRef-dist;
-}
-
 float4 main( ConvexConnectP IN ) : SV_TARGET
 { 
    // Compute scene UV
@@ -146,16 +109,14 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
    float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
    
    //create surface
-   Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
+   Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
                                     uvScene, eyePosWorld, wsEyeRay, cameraToWorld);		  
 
    float tempAttenVal = 3.5;
    float blendVal = defineBoxSpaceInfluence(surface.P, probeWSPos, radius, tempAttenVal);
 	clip(blendVal);
 	
-	//flip me on to have probes filter by depth
-	//clip(defineDepthInfluence(probeWSPos, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(cubeMap)));		
-	
+
 	//render into the bound space defined above
 	float3 surfToEye = normalize(surface.P - eyePosWorld);
 	float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, float4(surface.N,0)).xyz;

+ 1 - 3
Templates/Full/game/shaders/common/lighting/advanced/skylightP.hlsl

@@ -46,7 +46,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
    float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
    
    //create surface
-   Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
+   Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
                                     uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
 
    float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
@@ -58,7 +58,5 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
    //final diffuse color
    float3 diffuse = kD * irradiance * surface.baseColor.rgb;
 
-	float blendVal = 0.0001;
-
    return float4(diffuse + specular * surface.ao, 0);
 }

+ 40 - 20
Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl

@@ -57,10 +57,11 @@ uniform float3 lightPosition;
 
 uniform float4 lightColor;
 
-uniform float  lightRange;
+uniform float lightRange;
+uniform float lightInvSqrRange;
 uniform float3 lightDirection;
 
-uniform float4 lightSpotParams;
+uniform float2 lightSpotParams;
 uniform float4 lightMapParams;
 uniform float4 vsFarPlane;
 uniform float4x4 worldToLightProj;
@@ -70,6 +71,7 @@ uniform float shadowSoftness;
 uniform float3 eyePosWorld;
 
 uniform float4x4 cameraToWorld;
+uniform float4x4 worldToCamera;
 
 float4 main(   ConvexConnectP IN ) : SV_TARGET
 {   
@@ -85,7 +87,7 @@ float4 main(   ConvexConnectP IN ) : SV_TARGET
    float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
 
    //create surface
-   Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
+   Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
                                     uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
 
    //early out if emissive
@@ -93,27 +95,45 @@ float4 main(   ConvexConnectP IN ) : SV_TARGET
    {   
       return 0.0.xxxx;
 	}
- 
+
    float3 L = lightPosition - surface.P;
    float dist = length(L);
-   float3 result = 0.0.xxx;
+   float3 lighting = 0.0.xxx;
    [branch]
-	if (dist < lightRange)
+	if(dist < lightRange)
 	{     
-      float distToLight = dist / lightRange;
-      float spotFactor = dot(L, lightDirection);
-		float spotCutOff = lightSpotParams.x;
-      [branch]
-		//if (spotFactor > spotCutOff)
-		{
-			SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, L); 
-         float shadowed = 1.0;
-         float3 lightcol = lightColor.rgb;
-         //get spot light contribution   
-         result = GetSpotLight(surface, surfaceToLight, lightcol, lightBrightness, dist, lightRange, shadowed);
-         //result = float3(1.0,0,0);
-      }
+      SurfaceToLight surfaceToLight = createSurfaceToLight(surface, L);
+      #ifdef NO_SHADOW   
+         float shadowed = 1.0;      	
+      #else
+         // Get the shadow texture coordinate
+         float4 pxlPosLightProj = mul( worldToLightProj, float4( surface.P, 1 ) );
+         float2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + float2( 0.5, 0.5 );
+         shadowCoord.y = 1.0f - shadowCoord.y;
+         //distance to light in shadow map space
+         float distToLight = pxlPosLightProj.z / lightRange;
+         float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
+         float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
+         float shadowed = min(static_shadowed, dynamic_shadowed);
+      #endif      
+
+      float3 lightCol = lightColor.rgb;
+   #ifdef USE_COOKIE_TEX
+      // Lookup the cookie sample.
+      float4 cookie = TORQUE_TEXCUBE(cookieMap, mul(worldToLightProj, -surfaceToLight.L));
+      // Multiply the light with the cookie tex.
+      lightCol *= cookie.rgb;
+      // Use a maximum channel luminance to attenuate 
+      // the lighting else we get specular in the dark
+      // regions of the cookie texture.
+      lightCol *= max(cookie.r, max(cookie.g, cookie.b));
+   #endif
+
+      //get Punctual light contribution   
+      lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
+      //get spot angle attenuation
+      lighting *= getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
    }
    
-   return float4(result, 0);
+   return float4(lighting, 0);
 }

+ 6 - 8
Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

@@ -79,7 +79,6 @@ uniform float4 dynamicFarPlaneScalePSSM;
 
 float4 AL_VectorLightShadowCast( TORQUE_SAMPLER2D(sourceShadowMap),
                                 float2 texCoord,
-                                float4x4 worldToLightProj,
                                 float3 worldPos,
                                 float4 scaleX,
                                 float4 scaleY,
@@ -187,7 +186,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
    float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0);
   
    //create surface
-   Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
+   Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
                                     IN.uv0, eyePosWorld, IN.wsEyeRay, cameraToWorld);
                                     
    //early out if emissive
@@ -197,7 +196,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
 	}
    
    //create surface to light                           
-   SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, -lightDirection);
+   SurfaceToLight surfaceToLight = createSurfaceToLight(surface, -lightDirection);
 
    //light color might be changed by PSSM_DEBUG_RENDER
    float3 lightingColor = lightColor.rgb;
@@ -210,11 +209,10 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
       float4 zDist = (zNearFarInvNearFar.x + zNearFarInvNearFar.y * surface.depth);
       float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
 
-      //there must be a more effecient way of doing this, two shadowcast lookups = very yucky!
-      float4 static_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap), IN.uv0.xy, worldToLightProj, surface.P, scaleX, scaleY, offsetX, offsetY,
+      float4 static_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap), IN.uv0.xy, surface.P, scaleX, scaleY, offsetX, offsetY,
                                                              farPlaneScalePSSM, surfaceToLight.NdotL);
 
-      float4 dynamic_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), IN.uv0.xy, dynamicWorldToLightProj, surface.P, dynamicScaleX,
+      float4 dynamic_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), IN.uv0.xy, surface.P, dynamicScaleX,
                                                               dynamicScaleY, dynamicOffsetX, dynamicOffsetY, dynamicFarPlaneScalePSSM, surfaceToLight.NdotL);
 
       float static_shadowed = static_shadowed_colors.a;
@@ -237,7 +235,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
    #endif //NO_SHADOW
    
    //get directional light contribution   
-   float3 result = GetDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
+   float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
 
-   return float4(result, 0);
+   return float4(lighting, 0);
 }