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Broke it down to work with a single probe for confirmation of general math and behavior.

Areloch 6 years ago
parent
commit
b03e7a79b7

+ 29 - 13
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -679,7 +679,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
    }*/
 
    //Array rendering
-   static U32 MAXPROBECOUNT = 50;
+   static U32 MAXPROBECOUNT = 1;// 50;
 
    U32 probeCount = ProbeRenderInst::all.size();
 
@@ -688,7 +688,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
       MatrixF trans = MatrixF::Identity;
       sgData.objTrans = &trans;
 
-      AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
+      /*AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
       Vector<MatrixF> probeWorldToObj;
       AlignedArray<Point3F> probeBBMin(MAXPROBECOUNT, sizeof(Point3F));
       AlignedArray<Point3F> probeBBMax(MAXPROBECOUNT, sizeof(Point3F));
@@ -705,7 +705,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
       dMemset(probeAttenuation.getBuffer(), 0, probeAttenuation.getBufferSize());
 
       Vector<GFXCubemapHandle> cubeMaps;
-      Vector<GFXCubemapHandle> irradMaps;
+      Vector<GFXCubemapHandle> irradMaps;*/
 
       if (reflProbeMat && reflProbeMat->matInstance)
       {
@@ -721,7 +721,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
          MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
          MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
          
-         U32 effectiveProbeCount = 0;
+         /*U32 effectiveProbeCount = 0;
 
          for (U32 i = 0; i < probeCount; i++)
          {
@@ -763,17 +763,17 @@ void RenderProbeMgr::render( SceneRenderState *state )
          }
 
          if (effectiveProbeCount != 0)
-         {
-            matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
+         {*/
+            //matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
 
-            GFXCubemapArrayHandle mCubemapArray;
+            /*GFXCubemapArrayHandle mCubemapArray;
             mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
 
             GFXCubemapArrayHandle mIrradArray;
             mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
 
             mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
-            mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
+            mIrradArray->initStatic(irradMaps.address(), irradMaps.size());*/
 
             NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
             if (deferredTarget)
@@ -801,11 +801,27 @@ void RenderProbeMgr::render( SceneRenderState *state )
                GFX->setTexture(3, NULL);
 
 
-            GFX->setCubeArrayTexture(4, mCubemapArray);
-            GFX->setCubeArrayTexture(5, mIrradArray);
+            //GFX->setCubeArrayTexture(4, mCubemapArray);
+            //GFX->setCubeArrayTexture(5, mIrradArray);
+
+            ProbeRenderInst* curEntry = ProbeRenderInst::all[0];
+
+            Point3F probePosition = curEntry->getPosition();
+
+            MatrixF probeWorldToObj = curEntry->getTransform();
+            probeWorldToObj.inverse();
 
-            matParams->set(probePositionSC, probePositions);
-            matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
+            Point3F probeBBMin = curEntry->mBounds.minExtents;
+            Point3F probeBBMax = curEntry->mBounds.maxExtents;
+            float probeUseSphereMode = 0;
+            float probeRadius = curEntry->mRadius;
+            float probeAttenuation = 1;
+
+            GFX->setCubeTexture(4, curEntry->mCubemap);
+            GFX->setCubeTexture(5, curEntry->mIrradianceCubemap);
+
+            matParams->set(probePositionSC, probePosition);
+            matParams->set(probeWorldToObjSC, probeWorldToObj);
             matParams->set(probeBBMinSC, probeBBMin);
             matParams->set(probeBBMaxSC, probeBBMax);
             matParams->set(probeUseSphereModeSC, probeUseSphereMode);
@@ -825,7 +841,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
 
                GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
             }
-         }
+         //}
       }
    }
    //

+ 51 - 36
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -16,18 +16,18 @@ uniform float3 eyePosWorld;
 
 //cubemap arrays require all the same size. so shared mips# value
 uniform float cubeMips;
-#define MAX_PROBES 50
+#define MAX_PROBES 1 //50
 
 uniform float numProbes;
-TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMapAR, 4);
-TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemapAR, 5);
-uniform float3    inProbePosArray[MAX_PROBES];
-uniform float4x4  worldToObjArray[MAX_PROBES];
-uniform float3    bbMinArray[MAX_PROBES];
-uniform float3    bbMaxArray[MAX_PROBES];
-uniform float     useSphereMode[MAX_PROBES];
-uniform float     radius[MAX_PROBES];
-uniform float2    attenuation[MAX_PROBES];
+TORQUE_UNIFORM_SAMPLERCUBE(cubeMapAR, 4);
+TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemapAR, 5);
+uniform float3    inProbePosArray;
+uniform float4x4  worldToObjArray;
+uniform float3    bbMinArray;
+uniform float3    bbMaxArray;
+uniform float     useSphereMode;
+uniform float     radius;
+uniform float2    attenuation;
 
 // Box Projected IBL Lighting
 // Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
@@ -46,14 +46,14 @@ float3 boxProject(float3 wsPosition, float3 reflectDir, float3 boxWSPos, float3
    return posonbox - boxWSPos;
 }
 
-float3 iblBoxDiffuse( Surface surface, int id)
+float3 iblBoxDiffuse( Surface surface)
 {
-   float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
+   float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray, bbMinArray, bbMaxArray);
    cubeN.z *=-1;
-   return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
+   return TORQUE_TEXCUBELOD(irradianceCubemapAR,float4(cubeN,0)).xyz;
 }
 
-float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
+float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture))
 {
    float ndotv = clamp(dot(surface.N, surfToEye), 0.0, 1.0);
 
@@ -64,20 +64,20 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
    float lod = surface.roughness*cubeMips;
    float3 r = reflect(surfToEye, surface.N);
    float3 cubeR = normalize(r);
-   cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
+   cubeR = boxProject(surface.P, surface.N, inProbePosArray, bbMinArray, bbMaxArray);
 	
-   float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMapAR,cubeR,id,lod).xyz * (brdf.x + brdf.y);
-    
+   float3 radiance = TORQUE_TEXCUBELOD(cubeMapAR,float4(cubeR,lod)).xyz * (brdf.x + brdf.y);
+
    return radiance;
 }
 
-float defineBoxSpaceInfluence(Surface surface, int id)
+float defineBoxSpaceInfluence(Surface surface)
 {
     float tempAttenVal = 3.5; //replace with per probe atten
-    float3 surfPosLS = mul( worldToObjArray[id], float4(surface.P,1.0)).xyz;
+    float3 surfPosLS = mul( worldToObjArray, float4(surface.P,1.0)).xyz;
 
-    float3 boxMinLS = inProbePosArray[id]-(float3(1,1,1)*radius[id]);
-    float3 boxMaxLS = inProbePosArray[id]+(float3(1,1,1)*radius[id]);
+    float3 boxMinLS = inProbePosArray-(float3(1,1,1)*radius);
+    float3 boxMaxLS = inProbePosArray+(float3(1,1,1)*radius);
 
     float boxOuterRange = length(boxMaxLS - boxMinLS);
     float boxInnerRange = boxOuterRange / tempAttenVal;
@@ -93,23 +93,23 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
    //unpack normal and linear depth 
    float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
 
-  
    //create surface
    Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
-                                    IN.uv0.xy, eyePosWorld, IN.wsEyeRay, cameraToWorld);	
+                                    IN.uv0.xy, eyePosWorld, IN.wsEyeRay, cameraToWorld);
+
    //early out if emissive
    if (getFlag(surface.matFlag, 0))
    {   
       discard;
    }                                    
-	float blendVal[MAX_PROBES];
+	float blendVal;
    float3 surfToEye = normalize(surface.P - eyePosWorld);
 
    int i;
 	float blendSum = 0;
 	float invBlendSum = 0;
       
-   for(i=0; i < numProbes; i++)
+   /*for(i=0; i < numProbes; i++)
    {
         float3 probeWS = inProbePosArray[i];
         float3 L = probeWS - surface.P;
@@ -127,22 +127,37 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
         }
 		blendSum += blendVal[i];
         invBlendSum +=(1.0f - blendVal[i]);
-   }
+   }*/
+
+    if(useSphereMode)
+    {
+        float3 L = inProbePosArray - surface.P;
+        blendVal = 1.0-length(L)/radius;
+        blendVal = max(0,blendVal);
+    }
+    else
+    {
+        blendVal = defineBoxSpaceInfluence(surface);
+        blendVal = max(0,blendVal);		
+    }
 	
    // Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
    // And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1). 
    // respect constraint B.
    // Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
    // and respect constraint A.
-   for(i=0; i < numProbes; i++)
+   /*for(i=0; i < numProbes; i++)
    {
       blendVal[i] = (1.0f - ( blendVal[i] / blendSum)) / (numProbes - 1);
       blendVal[i] *= ((1.0f - blendVal[i]) / invBlendSum);
       blendSum += blendVal[i];
-   }
+   }*/
+
+   //float asdasg = defineBoxSpaceInfluence(surface, 0);
+   //return float4(asdasg,asdasg,asdasg,1);
 
     // Normalize blendVal
-   if (blendSum == 0.0f) // Possible with custom weight
+   /*if (blendSum == 0.0f) // Possible with custom weight
    {
       blendSum = 1.0f;
    }
@@ -151,7 +166,7 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
    for (i = 0; i < numProbes; ++i)
    {
       blendVal[i] *= invBlendSumWeighted;
-   }
+   }*/
     
    float3 irradiance = float3(0,0,0);
    float3 specular = float3(0,0,0);
@@ -160,15 +175,15 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
    //energy conservation
    float3 kD = 1.0.xxx - F;
    kD *= 1.0 - surface.metalness;
-   for (i = 0; i < numProbes; ++i)
-   {
-      irradiance += blendVal[i]*iblBoxDiffuse(surface,i);
+   //for (i = 0; i < numProbes; ++i)
+   //{
+      irradiance = blendVal*iblBoxDiffuse(surface);
       
-      specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
-   }
+      specular = blendVal*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture));
+   //}
    //final diffuse color
    float3 diffuse = kD * irradiance * surface.baseColor.rgb;
-	float4 finalColor = float4(diffuse + specular * surface.ao, blendSum);
+	float4 finalColor = float4(diffuse + specular * surface.ao, 1);
 
     return finalColor;
 }