Bladeren bron

Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.

Areloch 6 jaren geleden
bovenliggende
commit
afb5a589c3

+ 89 - 56
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -121,12 +121,12 @@ ProbeShaderConstants::ProbeShaderConstants()
    mShader(NULL),
    mProbeParamsSC(NULL),
    mProbePositionSC(NULL),
-   mProbeRadiusSC(NULL),
+   mProbeRefPosSC(NULL),
    mProbeBoxMinSC(NULL),
    mProbeBoxMaxSC(NULL),
-   mProbeIsSphereSC(NULL),
-   mProbeLocalPosSC(NULL),
-   mProbeCubemapSC(NULL),
+   mProbeConfigDataSC(NULL),
+   mProbeSpecularCubemapSC(NULL),
+   mProbeIrradianceCubemapSC(NULL),
    mProbeCountSC(NULL)
 {
 }
@@ -155,14 +155,19 @@ void ProbeShaderConstants::init(GFXShader* shader)
 
    //Reflection Probes
    mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
-   mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
+   mProbeRefPosSC = shader->getShaderConstHandle(ShaderGenVars::probeRefPos);
    mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
    mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
-   mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
-   mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
-   mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
+   mWorldToObjArraySC = shader->getShaderConstHandle(ShaderGenVars::worldToObjArray);
+   mProbeConfigDataSC = shader->getShaderConstHandle(ShaderGenVars::probeConfigData);
+   mProbeSpecularCubemapSC = shader->getShaderConstHandle(ShaderGenVars::specularCubemapAR);
+   mProbeIrradianceCubemapSC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR);
    mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
 
+   mSkylightPrefilterMap = shader->getShaderConstHandle(ShaderGenVars::skylightPrefilterMap);
+   mSkylightIrradMap = shader->getShaderConstHandle(ShaderGenVars::skylightIrradMap);
+   mHasSkylight = shader->getShaderConstHandle(ShaderGenVars::hasSkylight);
+
    mInit = true;
 }
 
@@ -548,23 +553,18 @@ ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuff
 
 void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
    MatrixSet &matSet,
-   GFXShaderConstHandle *probePositionSC,
-   GFXShaderConstHandle *probeRadiusSC,
-   GFXShaderConstHandle *probeBoxMinSC,
-   GFXShaderConstHandle *probeBoxMaxSC,
-   GFXShaderConstHandle *probeCubemapSC,
-   GFXShaderConstHandle *probeIsSphereSC,
-   GFXShaderConstHandle *probeLocalPosSC,
+   ProbeShaderConstants *probeShaderConsts,
    GFXShaderConstBuffer *shaderConsts)
 {
    PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
 
    // Skip over gathering lights if we don't have to!
-   if (probePositionSC->isValid() ||
-      probeRadiusSC->isValid() ||
-      probeBoxMinSC->isValid() ||
-      probeBoxMaxSC->isValid() ||
-      probeCubemapSC->isValid()/* && (!ProbeRenderInst::all.empty())*/)
+   if (probeShaderConsts->mProbePositionSC->isValid() ||
+      probeShaderConsts->mProbeConfigDataSC->isValid() ||
+      probeShaderConsts->mProbeBoxMinSC->isValid() ||
+      probeShaderConsts->mProbeBoxMaxSC->isValid() ||
+      probeShaderConsts->mProbeSpecularCubemapSC->isValid() ||
+      probeShaderConsts->mProbeIrradianceCubemapSC->isValid()/* && (!ProbeRenderInst::all.empty())*/)
    {
       PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
 
@@ -606,7 +606,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
          if (!probe->mIsEnabled)
             continue;
 
-         // The light positions and spot directions are 
+         // The light positions and spot directions are
          // in SoA order to make optimal use of the GPU.
          const Point3F &probePos = probe->getPosition();
          probePositions[i].x = probePos.x;
@@ -643,48 +643,90 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
          }
       }*/
 
-      for (U32 i = 0; i < 4; i++)
+      //Array rendering
+      U32 probeCount = ProbeRenderInst::all.size();
+
+      mEffectiveProbeCount = 0;
+      mMipCount = 0;
+
+      if (probePositionsData.size() != MAXPROBECOUNT)
       {
-         probePositions[i].x = 0;
-         probePositions[i].y = 0;
-         probePositions[i].z = 0;
+         probePositionsData.setSize(MAXPROBECOUNT);
+         probeRefPositionsData.setSize(MAXPROBECOUNT);
+         probeWorldToObjData.setSize(MAXPROBECOUNT);
+         probeBBMinData.setSize(MAXPROBECOUNT);
+         probeBBMaxData.setSize(MAXPROBECOUNT);
+         probeConfigData.setSize(MAXPROBECOUNT);
+      }
 
-         probeRadius[i] = 0;
+      probePositionsData.fill(Point4F::Zero);
+      probeRefPositionsData.fill(Point4F::Zero);
+      probeWorldToObjData.fill(MatrixF::Identity);
+      probeBBMinData.fill(Point4F::Zero);
+      probeBBMaxData.fill(Point4F::Zero);
+      probeConfigData.fill(Point4F::Zero);
 
-         probeBoxMins[i].x = 0;
-         probeBoxMins[i].y = 0;
-         probeBoxMins[i].z = 0;
+      cubeMaps.clear();
+      irradMaps.clear();
+      Vector<U32> cubemapIdxes;
 
-         probeBoxMaxs[i].x = 0;
-         probeBoxMaxs[i].y = 0;
-         probeBoxMaxs[i].z = 0;
+      U32 effectiveProbeCount = 0;
+      bool hasSkylight = false;
+      for (U32 i = 0; i < probeCount; i++)
+      {
+         if (effectiveProbeCount >= 4)
+            break;
 
-         probeIsSphere[i] = 0;
+         const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
+         if (!curEntry.mIsEnabled)
+            continue;
 
-         probeLocalPositions[i].x = 0;
-         probeLocalPositions[i].y = 0;
-         probeLocalPositions[i].z = 0;
+         if (curEntry.mIsSkylight)
+         {
+            GFX->setCubeTexture(probeShaderConsts->mSkylightPrefilterMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
+            GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
 
-         S32 samplerReg = probeCubemapSC->getSamplerRegister();
+            shaderConsts->setSafe(probeShaderConsts->mHasSkylight, true);
+            hasSkylight = true;
+            continue;
+         }
+
+         //Setup
+         /*Point3F probePos = curEntry.getPosition();
+         Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
+         probePositionsData[mEffectiveProbeCount] = Point4F(probePos.x, probePos.y, probePos.z, 0);
+         probeRefPositionsData[mEffectiveProbeCount] = Point4F(refPos.x, refPos.y, refPos.z, 0);
+
+         probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
+         Point3F bbMin = refPos - curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
+         Point3F bbMax = refPos + curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
+         probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
+         probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);
+
+         probeConfigData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
+            curEntry.mRadius,
+            curEntry.mAtten,
+            curEntry.mCubemapIndex);
+
+         cubeMaps.push_back(curEntry.mPrefilterCubemap);
+         irradMaps.push_back(curEntry.mIrradianceCubemap);
 
-         GFX->setCubeTexture(samplerReg + i, nullptr);
+         cubemapIdxes.push_back(i);*/
+
+         effectiveProbeCount++;
       }
 
-      shaderConsts->setSafe(probePositionSC, probePositions);
-      shaderConsts->setSafe(probeRadiusSC, probeRadius);
-      shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
-      shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
-      shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
-      shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
+      if (!hasSkylight)
+         shaderConsts->setSafe(probeShaderConsts->mHasSkylight, false);
    }
-   else
+   /*else
    {
       if (probeCubemapSC->isValid())
       {
          for (U32 i = 0; i < 4; ++i)
             GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
       }
-   }
+   }*/
 }
 
 void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
@@ -717,16 +759,7 @@ void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
    MatrixSet matSet = state->getRenderPass()->getMatrixSet();
 
    // Update the forward shading light constants.
-   _update4ProbeConsts(sgData,
-      matSet,
-      psc->mProbePositionSC,
-      psc->mProbeRadiusSC,
-      psc->mProbeBoxMinSC,
-      psc->mProbeBoxMaxSC,
-      psc->mProbeCubemapSC,
-      psc->mProbeIsSphereSC,
-      psc->mProbeLocalPosSC,
-      shaderConsts);
+   _update4ProbeConsts(sgData, matSet, psc, shaderConsts);
 }
 
 //-----------------------------------------------------------------------------

+ 10 - 11
Engine/source/renderInstance/renderProbeMgr.h

@@ -136,14 +136,19 @@ struct ProbeShaderConstants
 
    //Reflection Probes
    GFXShaderConstHandle *mProbePositionSC;
-   GFXShaderConstHandle *mProbeRadiusSC;
+   GFXShaderConstHandle *mProbeRefPosSC;
    GFXShaderConstHandle *mProbeBoxMinSC;
    GFXShaderConstHandle *mProbeBoxMaxSC;
-   GFXShaderConstHandle *mProbeIsSphereSC;
-   GFXShaderConstHandle *mProbeLocalPosSC;
-   GFXShaderConstHandle *mProbeCubemapSC;
+   GFXShaderConstHandle *mWorldToObjArraySC;
+   GFXShaderConstHandle *mProbeConfigDataSC;
+   GFXShaderConstHandle *mProbeSpecularCubemapSC;
+   GFXShaderConstHandle *mProbeIrradianceCubemapSC;
    GFXShaderConstHandle *mProbeCountSC;
 
+   GFXShaderConstHandle *mSkylightPrefilterMap;
+   GFXShaderConstHandle *mSkylightIrradMap;
+   GFXShaderConstHandle *mHasSkylight;
+
    ProbeShaderConstants();
    ~ProbeShaderConstants();
 
@@ -239,13 +244,7 @@ protected:
    /// for the stock 4 light forward lighting code.
    void _update4ProbeConsts(const SceneData &sgData,
       MatrixSet &matSet,
-      GFXShaderConstHandle *probePositionSC,
-      GFXShaderConstHandle *probeRadiusSC,
-      GFXShaderConstHandle *probeBoxMinSC,
-      GFXShaderConstHandle *probeBoxMaxSC,
-      GFXShaderConstHandle *probeCubemapSC,
-      GFXShaderConstHandle *probeIsSphereSC,
-      GFXShaderConstHandle *probeLocalPosSC,
+      ProbeShaderConstants *probeShaderConsts,
       GFXShaderConstBuffer *shaderConsts);
 
    void _setupStaticParameters();

+ 31 - 24
Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp

@@ -3010,52 +3010,57 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
    Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
 
    //Reflection Probe WIP
-   Var *inProbePos = new Var("inProbePos", "float3");
+   Var *inProbePos = new Var("inProbePosArray", "float4");
    inProbePos->arraySize = 4;
    inProbePos->uniform = true;
    inProbePos->constSortPos = cspPotentialPrimitive;
 
-   Var *inProbeRadius = new Var("inProbeRadius", "float");
+   Var *inProbeRadius = new Var("inRefPosArray", "float4");
    inProbeRadius->arraySize = 4;
    inProbeRadius->uniform = true;
    inProbeRadius->constSortPos = cspPotentialPrimitive;
 
-   Var *inProbeBoxMin = new Var("inProbeBoxMin", "float3");
+   Var *inProbeBoxMin = new Var("inProbeBoxMin", "float4");
    inProbeBoxMin->arraySize = 4;
    inProbeBoxMin->uniform = true;
    inProbeBoxMin->constSortPos = cspPotentialPrimitive;
 
-   Var *inProbeBoxMax = new Var("inProbeBoxMax", "float3");
+   Var *inProbeBoxMax = new Var("inProbeBoxMax", "float4");
    inProbeBoxMax->arraySize = 4;
    inProbeBoxMax->uniform = true;
    inProbeBoxMax->constSortPos = cspPotentialPrimitive;
 
-   Var *inProbeIsSphere = new Var("inProbeIsSphere", "float");
+   Var *inProbeIsSphere = new Var("probeConfigData", "float4");
    inProbeIsSphere->arraySize = 4;
    inProbeIsSphere->uniform = true;
    inProbeIsSphere->constSortPos = cspPotentialPrimitive;
 
-   Var *inProbeLocalPos = new Var("inProbeLocalPos", "float3");
-   inProbeLocalPos->arraySize = 4;
-   inProbeLocalPos->uniform = true;
-   inProbeLocalPos->constSortPos = cspPotentialPrimitive;
+   Var *worldToObjArray = new Var("worldToObjArray", "float4x4");
+   worldToObjArray->arraySize = 4;
+   worldToObjArray->uniform = true;
+   worldToObjArray->constSortPos = cspPotentialPrimitive;
 
-   Var *inProbeCubemap = new Var("inProbeCubemap", "SamplerState");
-   //inProbeCubemap->arraySize = 4;
-   inProbeCubemap->uniform = true;
-   inProbeCubemap->sampler = true;
-   inProbeCubemap->constNum = Var::getTexUnitNum();     // used as texture unit num here
+   Var *specularCubemapAR = new Var("specularCubemapAR", "SamplerState");
+   specularCubemapAR->uniform = true;
+   specularCubemapAR->sampler = true;
+   specularCubemapAR->constNum = Var::getTexUnitNum();     // used as texture unit num here
 
-   Var *inProbeCubemapTex = new Var("inProbeCubemapTex", "TextureCube");
-   //inProbeCubemapTex->arraySize = 4;
-   inProbeCubemapTex->uniform = true;
-   inProbeCubemapTex->texture = true;
-   inProbeCubemapTex->constNum = inProbeCubemap->constNum;
+   Var *specularCubemapARTex = new Var("specularCubemapARTex", "TextureCubeArray");
+   specularCubemapARTex->uniform = true;
+   specularCubemapARTex->texture = true;
+   specularCubemapARTex->constNum = specularCubemapAR->constNum;
 
-   //Var *nDotL = new Var("nDotL", "float3");
-   //meta->addStatement(new GenOp("   @ = abs(dot(@,@);\r\n", new DecOp(nDotL), wsView, wsNormal));
+   Var *irradianceCubemapAR = new Var("irradianceCubemapAR", "SamplerState");
+   irradianceCubemapAR->uniform = true;
+   irradianceCubemapAR->sampler = true;
+   irradianceCubemapAR->constNum = Var::getTexUnitNum();     // used as texture unit num here
 
-   Var *probeVec = new Var("probeVec", "float3");
+   Var *irradianceCubemapARTex = new Var("irradianceCubemapARTex", "TextureCubeArray");
+   irradianceCubemapARTex->uniform = true;
+   irradianceCubemapARTex->texture = true;
+   irradianceCubemapARTex->constNum = specularCubemapAR->constNum;
+
+   /*Var *probeVec = new Var("probeVec", "float3");
    meta->addStatement(new GenOp("   @ = @[0] - @;\r\n", new DecOp(probeVec), inProbePos, wsPosition));
 
    Var *nDotL = new Var("nDotL", "float");
@@ -3087,7 +3092,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
    
   
    meta->addStatement(new GenOp("/*   if (dot( @, @ ) < 0.0f)\r\n", probeVec, wsNormal));
-   meta->addStatement(new GenOp("      clip(@);  */\r\n", fa));
+   meta->addStatement(new GenOp("      clip(@);  *//*\r\n", fa));
  
 
    meta->addStatement(new GenOp("      \r\n"));
@@ -3130,7 +3135,9 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
    else
    {
       meta->addStatement(new GenOp("   @.rgb  = simpleFresnel(@.rgb, @, 0, @, @, @));\r\n", albedo, albedo, probeColor, angle, FRESNEL_BIAS, FRESNEL_POWER));
-   }
+   }*/
+
+   meta->addStatement(new GenOp("   @.rgb = float3(1,1,1);\r\n", albedo));
 
    output = meta;
 }

+ 11 - 5
Engine/source/shaderGen/shaderGenVars.cpp

@@ -70,15 +70,21 @@ const String ShaderGenVars::smoothness("$smoothness");
 const String ShaderGenVars::metalness("$metalness");
 
 //Reflection Probes
-const String ShaderGenVars::probePosition("$inProbePos");
-const String ShaderGenVars::probeRadius("$inProbeRadius");
+const String ShaderGenVars::probePosition("$inProbePosArray");
+const String ShaderGenVars::probeRefPos("$inRefPosArray");
 const String ShaderGenVars::probeBoxMin("$inProbeBoxMin");
 const String ShaderGenVars::probeBoxMax("$inProbeBoxMax");
-const String ShaderGenVars::probeLocalPos("$inProbeLocalPos");
-const String ShaderGenVars::probeIsSphere("$inProbeIsSphere");
-const String ShaderGenVars::probeCubemap("$inProbeCubemap");
+const String ShaderGenVars::worldToObjArray("$worldToObjArray");
+const String ShaderGenVars::probeConfigData("$probeConfigData");
+const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
+const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
 const String ShaderGenVars::probeCount("$numProbes");
 
+//Skylight
+const String ShaderGenVars::skylightPrefilterMap("$skylightPrefilterMap");
+const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");
+const String ShaderGenVars::hasSkylight("$hasSkylight");
+
 // These are ignored by the D3D layers.
 const String ShaderGenVars::fogMap("$fogMap");
 const String ShaderGenVars::dlightMap("$dlightMap");

+ 10 - 4
Engine/source/shaderGen/shaderGenVars.h

@@ -84,13 +84,19 @@ struct ShaderGenVars
 
    //Reflection Probes
    const static String probePosition;
-   const static String probeRadius;
+   const static String probeRefPos;
    const static String probeBoxMin;
    const static String probeBoxMax;
-   const static String probeLocalPos;
-   const static String probeIsSphere;
-   const static String probeCubemap;
+   const static String worldToObjArray;
+   const static String probeConfigData;
+   const static String specularCubemapAR;
+   const static String irradianceCubemapAR;
    const static String probeCount;
+
+   //Skylight
+   const static String skylightPrefilterMap;
+   const static String skylightIrradMap;
+   const static String hasSkylight;
    
    // Textures
    const static String fogMap;

+ 39 - 0
Templates/Full/game/shaders/common/lighting.hlsl

@@ -237,3 +237,42 @@ inline float3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLi
 }
 
 //Probe IBL stuff
+float defineSphereSpaceInfluence(Surface surface, float3 wsProbePosition, float radius)
+{
+   float3 L = wsProbePosition.xyz - surface.P;
+   float contribution = 1.0 - length(L) / radius;
+   return contribution;
+}
+
+float getDistBoxToPoint(float3 pt, float3 extents)
+{
+   float3 d = max(max(-extents - pt, 0), pt - extents);
+   return max(max(d.x, d.y), d.z);
+}
+
+float defineBoxSpaceInfluence(Surface surface, float4x4 worldToObj, float attenuation)
+{
+   float3 surfPosLS = mul(worldToObj, float4(surface.P, 1.0)).xyz;
+   float atten = 1.0 - attenuation;
+   float baseVal = 0.25;
+   float dist = getDistBoxToPoint(surfPosLS, float3(baseVal, baseVal, baseVal));
+   return saturate(smoothstep(baseVal + 0.0001, atten*baseVal, dist));
+}
+
+// Box Projected IBL Lighting
+// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
+// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
+float3 boxProject(Surface surface, float4x4 worldToObj, float3 bbMin, float3 bbMax, float3 refPosition)
+{
+   float3 RayLS = mul(worldToObj, float4(surface.R, 0.0)).xyz;
+   float3 PositionLS = mul(worldToObj, float4(surface.P, 1.0)).xyz;
+
+   float3 unit = bbMax.xyz - bbMin.xyz;
+   float3 plane1vec = (unit / 2 - PositionLS) / RayLS;
+   float3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
+   float3 furthestPlane = max(plane1vec, plane2vec);
+   float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
+   float3 posonbox = surface.P + surface.R * dist;
+
+   return posonbox - refPosition.xyz;
+}

+ 43 - 149
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -18,7 +18,7 @@ uniform float cubeMips;
 #define MAX_PROBES 50
 
 uniform float numProbes;
-TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMapAR, 4);
+TORQUE_UNIFORM_SAMPLERCUBEARRAY(specularCubemapAR, 4);
 TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemapAR, 5);
 
 uniform float4    inProbePosArray[MAX_PROBES];
@@ -36,95 +36,6 @@ TORQUE_UNIFORM_SAMPLERCUBE(skylightPrefilterMap, 6);
 TORQUE_UNIFORM_SAMPLERCUBE(skylightIrradMap, 7);
 uniform float hasSkylight;
 
-//Probe IBL stuff
-float defineSphereSpaceInfluence(Surface surface, int ID)
-{
-   float3 L = inProbePosArray[ID].xyz.xyz - surface.P;
-   float contribution = 1.0 - length(L) / probeConfigData[ID].g;
-   return contribution;
-}
-
-float getDistBoxToPoint(float3 pt, float3 extents)
-{
-   float3 d = max(max(-extents - pt, 0), pt - extents);
-   return max(max(d.x, d.y), d.z);
-}
-
-float defineBoxSpaceInfluence(Surface surface, int ID)
-{
-   float3 surfPosLS = mul(worldToObjArray[ID], float4(surface.P, 1.0)).xyz;
-   float atten = 1.0-probeConfigData[ID].b;
-   float baseVal = 0.25;
-   float dist = getDistBoxToPoint(surfPosLS,float3(baseVal,baseVal,baseVal));
-   return saturate(smoothstep(baseVal+0.0001,atten*baseVal,dist));
-}
-
-// Box Projected IBL Lighting
-// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
-// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
-float3 boxProject(Surface surface, int ID)
-{
-   float3 RayLS = mul(worldToObjArray[ID], float4(surface.R, 0.0)).xyz;
-   float3 PositionLS = mul(worldToObjArray[ID], float4(surface.P, 1.0)).xyz;
-
-   float3 unit = bbMaxArray[ID].xyz - bbMinArray[ID].xyz;
-   float3 plane1vec = (unit / 2 - PositionLS) / RayLS;
-   float3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
-   float3 furthestPlane = max(plane1vec, plane2vec);
-   float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
-   float3 posonbox = surface.P + surface.R * dist;
-
-   return posonbox - inRefPosArray[ID].xyz;
-}
-
-float3 iblBoxDiffuse(Surface surface, int ID)
-{
-   float3 dir = boxProject(surface, ID);
-
-   float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probeConfigData[ID].a, 0).xyz;
-   return color;
-}
-
-float3 iblBoxSpecular(Surface surface, int ID)
-{
-   // BRDF
-   //float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
-
-   float3 dir = boxProject(surface, ID);
-
-   // Radiance (Specular)
-#if DEBUGVIZ_SPECCUBEMAP == 0
-   float lod = surface.roughness*cubeMips;
-#elif DEBUGVIZ_SPECCUBEMAP == 1
-   float lod = 0;
-#endif
-
-   float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probeConfigData[ID].a, lod).xyz;
-   return color;
-}
-
-float3 iblSkylightDiffuse(Surface surface)
-{
-   float3 color = TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz;
-   return color;
-}
-
-float3 iblSkylightSpecular(Surface surface)
-{
-   // BRDF
-   //float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
-
-   // Radiance (Specular)
-#if DEBUGVIZ_SPECCUBEMAP == 0
-   float lod = surface.roughness*cubeMips;
-#elif DEBUGVIZ_SPECCUBEMAP == 1
-   float lod = 0;
-#endif
-
-   float3 color = TORQUE_TEXCUBELOD(skylightPrefilterMap, float4(surface.R, lod)).xyz;
-   return color;
-}
-
 float4 main(PFXVertToPix IN) : SV_TARGET
 {
    //unpack normal and linear depth 
@@ -159,13 +70,13 @@ float4 main(PFXVertToPix IN) : SV_TARGET
 
          if (probeConfigData[i].r == 0) //box
          {
-            contribution[i] = defineBoxSpaceInfluence(surface, i);
+            contribution[i] = defineBoxSpaceInfluence(surface, worldToObjArray[i], probeConfigData[i].b);
             if (contribution[i]>0.0)
                probehits++;
          }
          else if (probeConfigData[i].r == 1) //sphere
          {
-            contribution[i] = defineSphereSpaceInfluence(surface, i);
+            contribution[i] = defineSphereSpaceInfluence(surface, inProbePosArray[i].xyz, probeConfigData[i].g);
             if (contribution[i]>0.0)
                probehits++;
          }
@@ -211,49 +122,68 @@ float4 main(PFXVertToPix IN) : SV_TARGET
       alpha -= blendSum;
       
 #if DEBUGVIZ_ATTENUATION == 1
-      float attenVis = 0;
-		for (i = 0; i < numProbes; ++i)
-		{
-		  attenVis += contribution[i];
-		}
-
-		//return float4(attenVis, attenVis, attenVis, 1);
-      return float4(blendSum, blendSum, blendSum, 1);
+      float contribAlpha = 1;
+      for (i = 0; i < numProbes; ++i)
+      {
+         contribAlpha -= contribution[i];
+      }
+
+      return float4(1 - contribAlpha, 1 - contribAlpha, 1 - contribAlpha, 1);
 #endif
 
 #if DEBUGVIZ_CONTRIB == 1
       float3 finalContribColor = float3(0, 0, 0);
+      float contribAlpha = 1;
       for (i = 0; i < numProbes; ++i)
       {
          finalContribColor += contribution[i] *probeContribColors[i].rgb;
+         contribAlpha -= contribution[i];
       }
 
+      //Skylight coloration for anything not covered by probes above
+      finalContribColor += float3(0.3, 0.3, 0.3) * contribAlpha;
+
       return float4(finalContribColor, 1);
 #endif
    }
 
-#if DEBUGVIZ_SPECCUBEMAP == 0 && DEBUGVIZ_DIFFCUBEMAP == 0
-
    float3 irradiance = float3(0, 0, 0);
    float3 specular = float3(0, 0, 0);
 
-   float contrib = 0;
+   // Radiance (Specular)
+#if DEBUGVIZ_SPECCUBEMAP == 0
+   float lod = surface.roughness*cubeMips;
+#elif DEBUGVIZ_SPECCUBEMAP == 1
+   float lod = 0;
+#endif
+
+   alpha = 1;
    for (i = 0; i < numProbes; ++i)
    {
-      if (contribution[i] == 0)
-         continue;
+      float contrib = contribution[i];
+      if (contrib != 0)
+      {
+         int cubemapIdx = probeConfigData[i].a;
+         float3 dir = boxProject(surface, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
 
-      irradiance += iblBoxDiffuse(surface, i) * contribution[i];
-      specular += iblBoxSpecular(surface, i) * contribution[i];
-      contrib +=contribution[i];
+         irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
+         specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
+         alpha -= contrib;
+      }
    }
-   
-   if (hasSkylight && alpha != 0)
+
+   if (hasSkylight && alpha > 0.001)
    {
-      irradiance = lerp(irradiance, iblSkylightDiffuse(surface), alpha);
-      specular = lerp(specular, iblSkylightSpecular(surface), alpha);
+      irradiance += TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz * alpha;
+      specular += TORQUE_TEXCUBELOD(skylightPrefilterMap, float4(surface.R, lod)).xyz * alpha;
    }
 
+#if DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0
+   return float4(specular, 1);
+#elif DEBUGVIZ_DIFFCUBEMAP == 1
+   return float4(irradiance, 1);
+#endif
+
    float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
 
    //energy conservation
@@ -263,47 +193,11 @@ float4 main(PFXVertToPix IN) : SV_TARGET
    //apply brdf
    //Do it once to save on texture samples
    float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
-   specular *= (brdf.x + brdf.y)* F;
+   specular *= brdf.x * F + brdf.y;
 
    //final diffuse color
    float3 diffuse = kD * irradiance * surface.baseColor.rgb;
    float4 finalColor = float4(diffuse + specular * surface.ao, 1.0);
 
    return finalColor;
-
-#elif DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0
-
-   float3 cubeColor = float3(0, 0, 0);
-   for (i = 0; i < numProbes; ++i)
-   {
-      if (probeConfigData[i].r == 2) //skylight
-      {
-         cubeColor += iblSkylightSpecular(surface, i);
-      }
-      else
-      {
-         cubeColor += iblBoxSpecular(surface, i);
-      }
-   }
-
-   return float4(cubeColor, 1);
-
-#elif DEBUGVIZ_DIFFCUBEMAP == 1
-
-   float3 cubeColor = float3(0, 0, 0);
-   for (i = 0; i < numProbes; ++i)
-   {
-      if (probeConfigData[i].r == 2) //skylight
-      {
-         cubeColor += iblSkylightDiffuse(surface);
-      }
-      else
-      {
-         cubeColor += iblBoxDiffuse(surface);
-      }
-   }
-
-   return float4(cubeColor, 1);
-
-#endif
 }

+ 2 - 0
Templates/Full/game/shaders/common/shaderModel.hlsl

@@ -66,6 +66,8 @@
 //Cube
 #define TORQUE_SAMPLERCUBE(tex) TextureCube texture_##tex, SamplerState tex
 #define TORQUE_SAMPLERCUBE_MAKEARG(tex) texture_##tex, tex
+#define TORQUE_SAMPLERCUBEARRAY(tex) TextureCubeArray texture_##tex, SamplerState tex
+#define TORQUE_SAMPLERCUBEARRAY_MAKEARG(tex) texture_##tex, tex
 
 #endif // _TORQUE_SHADERMODEL_