Procházet zdrojové kódy

Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.

Areloch před 6 roky
rodič
revize
c0e8b047f5

+ 4 - 4
Engine/source/lighting/lightManager.cpp

@@ -309,7 +309,7 @@ void LightManager::_update4LightConsts(   const SceneData &sgData,
                                           GFXShaderConstHandle *lightInvRadiusSqSC,
                                           GFXShaderConstHandle *lightSpotDirSC,
                                           GFXShaderConstHandle *lightSpotAngleSC,
-                                GFXShaderConstHandle *lightSpotFalloffSC,
+                                          GFXShaderConstHandle *lightSpotFalloffSC,
                                           GFXShaderConstBuffer *shaderConsts )
 {
    PROFILE_SCOPE( LightManager_Update4LightConsts );
@@ -324,12 +324,12 @@ void LightManager::_update4LightConsts(   const SceneData &sgData,
    {
       PROFILE_SCOPE( LightManager_Update4LightConsts_setLights );
 
-         static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
-         static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
+      static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
+      static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
       static AlignedArray<Point4F> lightColors( 4, sizeof( Point4F ) );
       static Point4F lightInvRadiusSq;
       static Point4F lightSpotAngle;
-     static Point4F lightSpotFalloff;
+      static Point4F lightSpotFalloff;
       F32 range;
       
       // Need to clear the buffers so that we don't leak

+ 39 - 45
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -295,12 +295,28 @@ void RenderProbeMgr::render( SceneRenderState *state )
    //Array rendering
    static U32 MAXPROBECOUNT = 50;
 
-   U32 probeCount = PROBEMGR->mRegisteredProbes.size();
+   U32 probeCount = ProbeRenderInst::all.size();
 
    if (probeCount != 0)
    {
+      MatrixF trans = MatrixF::Identity;
+      sgData.objTrans = &trans;
+
       AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
+      Vector<MatrixF> probeWorldToObj;
+      AlignedArray<Point3F> probeBBMin(MAXPROBECOUNT, sizeof(Point3F));
+      AlignedArray<Point3F> probeBBMax(MAXPROBECOUNT, sizeof(Point3F));
+      AlignedArray<float> probeUseSphereMode(MAXPROBECOUNT, sizeof(float));
+      AlignedArray<float> probeRadius(MAXPROBECOUNT, sizeof(float));
+      AlignedArray<float> probeAttenuation(MAXPROBECOUNT, sizeof(float));
+
       dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
+      probeWorldToObj.setSize(MAXPROBECOUNT);
+      dMemset(probeBBMin.getBuffer(), 0, probeBBMin.getBufferSize());
+      dMemset(probeBBMax.getBuffer(), 0, probeBBMax.getBufferSize());
+      dMemset(probeUseSphereMode.getBuffer(), 0, probeUseSphereMode.getBufferSize());
+      dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
+      dMemset(probeAttenuation.getBuffer(), 0, probeAttenuation.getBufferSize());
 
       if (reflProbeMat && reflProbeMat->matInstance)
       {
@@ -309,12 +325,13 @@ void RenderProbeMgr::render( SceneRenderState *state )
          MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
          matParams->setSafe(numProbesSC, (float)probeCount);
 
-         //ProcessedShaderMaterial* processedMat = reflProbeMat->matInstance->getProcessedShaderMaterial();
-         //GFXShaderConstBuffer* shaderConsts = processedMat->_getShaderConstBuffer(0);
-
-         //ProbeShaderConstants *psc = PROBEMGR->getProbeShaderConstants(shaderConsts);
-
          MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
+         MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
+         MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArrayy");
+         MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
+         MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
+         MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
+         MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
 
          U32 effectiveProbeCount = 0;
 
@@ -323,57 +340,34 @@ void RenderProbeMgr::render( SceneRenderState *state )
             if (effectiveProbeCount >= MAXPROBECOUNT)
                break;
 
-            ProbeRenderInst* curEntry = ProbeRenderInst::all[PROBEMGR->mRegisteredProbes[i]];
-
-            /*if (!curEntry->mIsEnabled)
-               continue;
+            ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
 
-            if (curEntry->numPrims == 0)
-               continue;
-
-            if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
-               continue;
-
-            if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
-               break;*/
-
-               //Setup
+            //Setup
             const Point3F &probePos = curEntry->getPosition();
-            probePositions[i].x = probePos.x;
-            probePositions[i].y = probePos.y;
-            probePositions[i].z = probePos.z;
+            probePositions[i] = probePos + curEntry->mProbePosOffset;
 
-            Point3F test = probePositions[i];
+            probeWorldToObj[i] = curEntry->getTransform();
 
-            MatrixF probeTrans = curEntry->getTransform();
+            probeBBMin[i] = curEntry->mBounds.minExtents;
+            probeBBMax[i] = curEntry->mBounds.maxExtents;
 
-            //if (!curEntry->mIsSkylight)
-            {
-               //if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
-              //    probeTrans.scale(curEntry->mRadius * 1.01f);
+            probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
 
-               sgData.objTrans = &probeTrans;
-
-               reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
-            }
+            probeRadius[i] = curEntry->mRadius;
+            probeAttenuation[i] = 1;
 
             effectiveProbeCount++;
          }
 
          if (effectiveProbeCount != 0)
          {
-            //Con::printf("Probe aligned position count: %i", probeCount);
-
-            for (U32 p = 0; p < probeCount; p++)
-            {
-               Point3F prb = probePositions[p];
-
-               //Con::printf("Probe %i aligned position is: %g %g %g", p, prb.x, prb.y, prb.z);
-
-               bool tasadfh = true;
-            }
-
             matParams->set(probePositionSC, probePositions);
+            matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
+            matParams->set(probeBBMinSC, probeBBMin);
+            matParams->set(probeBBMaxSC, probeBBMax);
+            matParams->set(probeUseSphereModeSC, probeUseSphereMode);
+            matParams->set(probeRadiusSC, probeRadius);
+            matParams->set(probeAttenuationSC, probeAttenuation);
 
             // Set geometry
             GFX->setVertexBuffer(mFarFrustumQuadVerts);
@@ -437,7 +431,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
    GFX->popActiveRenderTarget();
 
    //PROBEMGR->unregisterAllProbes();
-   PROBEMGR->mRegisteredProbes.clear();
+   //PROBEMGR->mRegisteredProbes.clear();
 
    PROFILE_END();
 

+ 14 - 1
Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs

@@ -280,12 +280,25 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
 //Reflection probe Specular
 new ShaderData( ReflectionProbeShader )
 {
-   DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
+   /*DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
    DXPixelShaderFile  = "shaders/common/lighting/advanced/reflectionProbeP.hlsl";
 
    OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
    OGLPixelShaderFile  = "shaders/common/lighting/advanced/gl/reflectionProbeP.glsl";
 
+   samplerNames[0] = "$deferredBuffer";
+   samplerNames[1] = "$colorBuffer";
+   samplerNames[2] = "$matInfoBuffer";
+   samplerNames[3] = "$cubeMap";
+   samplerNames[4] = "$irradianceCubemap";
+   samplerNames[5] = "$BRDFTexture";*/
+   
+   DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
+   DXPixelShaderFile  = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
+
+   OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
+   OGLPixelShaderFile  = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
+
    samplerNames[0] = "$deferredBuffer";
    samplerNames[1] = "$colorBuffer";
    samplerNames[2] = "$matInfoBuffer";

+ 68 - 8
Templates/Full/game/levels/AProbeTest.mis

@@ -134,7 +134,7 @@ new SimGroup(MissionGroup) {
       ReflectionMode = "Baked Cubemap";
       reflectionPath = "levels/probeTest/probes/";
       Bake = "0";
-      position = "0 0.0825528 4.53387";
+      position = "0 0.0825528 2.18272";
       rotation = "1 0 0 0";
       scale = "5 5 5";
       canSave = "1";
@@ -156,7 +156,7 @@ new SimGroup(MissionGroup) {
 
       surface = "0 0 0 1 0 0 0.5";
       surface = "0 1 0 0 0 0 -0.5";
-      surface = "0.707107 0 0 0.707107 0 0.5 0";
+      surface = "0.707107 0 0 0.707106 0 0.5 0";
       surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
       surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
       surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@@ -171,7 +171,7 @@ new SimGroup(MissionGroup) {
 
       surface = "0 0 0 1 0 0 0.5";
       surface = "0 1 0 0 0 0 -0.5";
-      surface = "0.707107 0 0 0.707107 0 0.5 0";
+      surface = "0.707107 0 0 0.707106 0 0.5 0";
       surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
       surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
       surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@@ -186,7 +186,7 @@ new SimGroup(MissionGroup) {
 
       surface = "0 0 0 1 0 0 0.5";
       surface = "0 1 0 0 0 0 -0.5";
-      surface = "0.707107 0 0 0.707106 0 0.5 0";
+      surface = "0.707107 0 0 0.707107 0 0.5 0";
       surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
       surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
       surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@@ -201,7 +201,7 @@ new SimGroup(MissionGroup) {
 
       surface = "0 0 0 1 0 0 0.5";
       surface = "0 1 0 0 0 0 -0.5";
-      surface = "0.707107 0 0 0.707106 0 0.5 0";
+      surface = "0.707107 0 0 0.707107 0 0.5 0";
       surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
       surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
       surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@@ -216,7 +216,7 @@ new SimGroup(MissionGroup) {
 
       surface = "0 0 0 1 0 0 0.5";
       surface = "0 1 0 0 0 0 -0.5";
-      surface = "0.707107 0 0 0.707106 0 0.5 0";
+      surface = "0.707107 0 0 0.707107 0 0.5 0";
       surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
       surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
       surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@@ -231,7 +231,7 @@ new SimGroup(MissionGroup) {
 
       surface = "0 0 0 1 0 0 0.5";
       surface = "0 1 0 0 0 0 -0.5";
-      surface = "0.707107 0 0 0.707107 0 0.5 0";
+      surface = "0.707107 0 0 0.707106 0 0.5 0";
       surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
       surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
       surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@@ -246,7 +246,7 @@ new SimGroup(MissionGroup) {
 
       surface = "0 0 0 1 0 0 0.5";
       surface = "0 1 0 0 0 0 -0.5";
-      surface = "0.707107 0 0 0.707106 0 0.5 0";
+      surface = "0.707107 0 0 0.707107 0 0.5 0";
       surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
       surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
       surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@@ -313,5 +313,65 @@ new SimGroup(MissionGroup) {
       canSave = "1";
       canSaveDynamicFields = "1";
    };
+   new ReflectionProbe() {
+      enabled = "1";
+      ProbeShape = "Box";
+      radius = "5";
+      posOffset = "0 0 0";
+      ReflectionMode = "Baked Cubemap";
+      reflectionPath = "levels/probeTest/probes/";
+      Bake = "0";
+      position = "-8.24487 0.0825528 2.5031";
+      rotation = "1 0 0 0";
+      scale = "5 5 5";
+      canSave = "1";
+      canSaveDynamicFields = "1";
+      persistentId = "e9c2eed2-1ae9-11e9-9c9a-df9135416cc7";
+         GroundColor = "0.8 0.7 0.5 1";
+         IndirectLight = "1 1 1 1";
+         IndirectLightMode = "Spherical Harmonics";
+         Intensity = "1";
+         SkyColor = "0.5 0.5 1 1";
+   };
+   new ReflectionProbe() {
+      enabled = "1";
+      ProbeShape = "Box";
+      radius = "5";
+      posOffset = "0 0 0";
+      ReflectionMode = "Baked Cubemap";
+      reflectionPath = "levels/probeTest/probes/";
+      Bake = "0";
+      position = "-8.24487 3.18253 2.18272";
+      rotation = "1 0 0 0";
+      scale = "5 5 5";
+      canSave = "1";
+      canSaveDynamicFields = "1";
+      persistentId = "f281a5ff-1ae9-11e9-9c9a-df9135416cc7";
+         GroundColor = "0.8 0.7 0.5 1";
+         IndirectLight = "1 1 1 1";
+         IndirectLightMode = "Spherical Harmonics";
+         Intensity = "1";
+         SkyColor = "0.5 0.5 1 1";
+   };
+   new ReflectionProbe() {
+      enabled = "1";
+      ProbeShape = "Box";
+      radius = "5";
+      posOffset = "0 0 0";
+      ReflectionMode = "Baked Cubemap";
+      reflectionPath = "levels/probeTest/probes/";
+      Bake = "0";
+      position = "-8.24487 -3.37372 2.18272";
+      rotation = "1 0 0 0";
+      scale = "5 5 5";
+      canSave = "1";
+      canSaveDynamicFields = "1";
+      persistentId = "f4db4dde-1ae9-11e9-9c9a-df9135416cc7";
+         GroundColor = "0.8 0.7 0.5 1";
+         IndirectLight = "1 1 1 1";
+         IndirectLightMode = "Spherical Harmonics";
+         Intensity = "1";
+         SkyColor = "0.5 0.5 1 1";
+   };
 };
 //--- OBJECT WRITE END ---

+ 34 - 19
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -4,11 +4,19 @@
 #include "../../lighting.hlsl"
 #include "../../torque.hlsl"
 
-struct ConvexConnectP
+/*struct ConvexConnectP
 {
    float4 pos : TORQUE_POSITION;
    float4 uv0 : TEXCOORD1;
    float4 vsEyeDir : TEXCOORD2;
+};*/
+
+struct ConvexConnectP
+{
+   float4 pos : TORQUE_POSITION;
+   float4 wsEyeDir : TEXCOORD0;
+   float4 ssPos : TEXCOORD1;
+   float4 vsEyeDir : TEXCOORD2;
 };
 
 TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
@@ -57,7 +65,8 @@ float3 iblBoxDiffuse( Surface surface, int id)
 {
    float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
    cubeN.z *=-1;
-   return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
+   //return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
+   return float3(1,1,1);
 }
 
 float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
@@ -73,7 +82,8 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
    float3 cubeR = normalize(r);
    cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
 	
-   float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
+   //float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
+   float3 radiance = float3(1,1,1);
     
    return radiance;
 }
@@ -97,16 +107,20 @@ float defineBoxSpaceInfluence(Surface surface, int id)
 
 float4 main( ConvexConnectP IN ) : SV_TARGET
 {
+    // Compute scene UV
+   float3 ssPos = IN.ssPos.xyz / IN.ssPos.w; 
+   float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
+
    //eye ray WS/LS
    float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
    float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
    
    //unpack normal and linear depth 
-   float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
+   float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
    
    //create surface
    Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
-                                    IN.uv0.xy, eyePosWorld, wsEyeRay, cameraToWorld);	
+                                    uvScene, eyePosWorld, wsEyeRay, cameraToWorld);	
    //early out if emissive
    if (getFlag(surface.matFlag, 0))
    {   
@@ -121,22 +135,22 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
       
    for(i=0; i < numProbes; i++)
    {
-      float3 probeWS = inProbePosArray[i];
-      float3 L = probeWS - surface.P;
+        float3 probeWS = inProbePosArray[i];
+        float3 L = probeWS - surface.P;
       
-      if(useSphereMode[i])
-      {
-         float3 L = inProbePosArray[i] - surface.P;
-         blendVal[i] = 1.0-length(L)/radius[i];
-         blendVal[i] = max(0,blendVal[i]);
-      }
-      else
-      {
-         blendVal[i] = defineBoxSpaceInfluence(surface, i);
-         blendVal[i] = max(0,blendVal[i]);		
-      }
+        if(useSphereMode[i])
+        {
+            float3 L = inProbePosArray[i] - surface.P;
+            blendVal[i] = 1.0-length(L)/radius[i];
+            blendVal[i] = max(0,blendVal[i]);
+        }
+        else
+        {
+            blendVal[i] = defineBoxSpaceInfluence(surface, i);
+            blendVal[i] = max(0,blendVal[i]);		
+        }
 		blendSum += blendVal[i];
-      invBlendSum +=(1.0f - blendVal[i]);
+        invBlendSum +=(1.0f - blendVal[i]);
    }
 	
    // Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
@@ -166,6 +180,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
    float3 irradiance = float3(0,0,0);
    float3 specular = float3(0,0,0);
    float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
+   
    //energy conservation
    float3 kD = 1.0.xxx - F;
    kD *= 1.0 - surface.metalness;