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