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gl conversion WIP. general notes: mSamplerNames[#]/samplerNames[#] entry explicitly corresponds to the order of definition GL side.
shifted the colorbuffer slot over to S1 in keeping with the gbuffer layout for consistency
completed converts: brdf, lighting, torque.
nonvisually verified convert: vectorlight
noncompiling due to tripping on deferredUncondition: reflectionprobe

Azaezel 6 年之前
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c8b76d82c3

+ 13 - 10
Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs

@@ -287,10 +287,11 @@ new ShaderData( ReflectionProbeShader )
    OGLPixelShaderFile  = "shaders/common/lighting/advanced/gl/reflectionProbeP.glsl";
 
    samplerNames[0] = "$deferredBuffer";
-   samplerNames[1] = "$matInfoBuffer";
-   samplerNames[2] = "$cubeMap";
-   samplerNames[3] = "$irradianceCubemap";
-   samplerNames[4] = "$BRDFTexture";
+   samplerNames[1] = "$colorBuffer";
+   samplerNames[2] = "$matInfoBuffer";
+   samplerNames[3] = "$cubeMap";
+   samplerNames[4] = "$irradianceCubemap";
+   samplerNames[5] = "$BRDFTexture";
    
    pixVersion = 3.0;
 };
@@ -318,12 +319,14 @@ new GFXStateBlockData( AL_ProbeState )
    samplersDefined = true;
    samplerStates[0] = SamplerClampPoint;  // G-buffer
    mSamplerNames[0] = "deferredBuffer";
-   samplerStates[1] = SamplerClampLinear;  // Shadow Map (Do not use linear, these are perspective projections)
-   mSamplerNames[1] = "matInfoBuffer";   
-
-   mSamplerNames[2] = "cubeMap";
-   mSamplerNames[3] = "irradianceCubemap";
-   mSamplerNames[4] = "BRDFTexture";
+   samplerStates[1] = SamplerClampLinear;
+   mSamplerNames[1] = "colorBuffer";   
+   samplerStates[2] = SamplerClampLinear;
+   mSamplerNames[2] = "matInfoBuffer";   
+
+   mSamplerNames[3] = "cubeMap";
+   mSamplerNames[4] = "irradianceCubemap";
+   mSamplerNames[5] = "BRDFTexture";
    
    cullDefined = true;
    cullMode = GFXCullCW;

+ 98 - 0
Templates/Full/game/shaders/common/gl/brdf.glsl

@@ -0,0 +1,98 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2018 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 BRDF_HLSL
+#define BRDF_HLSL
+
+#include "./torque.glsl"
+
+// BRDF from Frostbite presentation:
+// Moving Frostbite to Physically Based Rendering
+// S´ebastien Lagarde - Electronic Arts Frostbite
+// Charles de Rousiers - Electronic Arts Frostbite
+// SIGGRAPH 2014
+
+vec3 F_Schlick(in vec3 f0, in float f90, in float u)
+{
+	return f0 + (f90 - f0) * pow(1.f - u, 5.f);
+}
+
+vec3 F_Fresnel(vec3 SpecularColor, float VoH)
+{
+	vec3 SpecularColorSqrt = sqrt(min(SpecularColor, vec3(0.99, 0.99, 0.99)));
+	vec3 n = (1 + SpecularColorSqrt) / (1 - SpecularColorSqrt);
+	vec3 g = sqrt(n*n + VoH*VoH - 1);
+	return 0.5 * sqr((g - VoH) / (g + VoH)) * (1 + sqr(((g + VoH)*VoH - 1) / ((g - VoH)*VoH + 1)));
+}
+
+vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
+{
+	vec3 ret = vec3(0.0, 0.0, 0.0);
+	float powTheta = pow(1.0 - cosTheta, 5.0);
+	float invRough = float(1.0 - roughness);
+
+	ret.x = F0.x + (max(invRough, F0.x) - F0.x) * powTheta;
+	ret.y = F0.y + (max(invRough, F0.y) - F0.y) * powTheta;
+	ret.z = F0.z + (max(invRough, F0.z) - F0.z) * powTheta;
+
+	return ret;
+}
+
+float Fr_DisneyDiffuse(float NdotV, float NdotL, float LdotH, float linearRoughness)
+{
+	float energyBias = lerp(0, 0.5, linearRoughness);
+	float energyFactor = lerp(1.0, 1.0 / 1.51, linearRoughness);
+	float fd90 = energyBias + 2.0 * LdotH*LdotH * linearRoughness;
+	vec3 f0 = vec3(1.0f, 1.0f, 1.0f);
+	float lightScatter = F_Schlick(f0, fd90, NdotL).r;
+	float viewScatter = F_Schlick(f0, fd90, NdotV).r;
+
+	return lightScatter * viewScatter * energyFactor;
+}
+
+float V_SmithGGXCorrelated(float NdotL, float NdotV, float alphaG2)
+{
+	// Original formulation of G_SmithGGX Correlated 
+	// lambda_v = (-1 + sqrt(alphaG2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f; 
+	// lambda_l = (-1 + sqrt(alphaG2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f; 
+	// G_SmithGGXCorrelated = 1 / (1 + lambda_v + lambda_l); 
+	// V_SmithGGXCorrelated = G_SmithGGXCorrelated / (4.0f * NdotL * NdotV); 
+
+
+	// This is the optimized version 
+	//float alphaG2 = alphaG * alphaG;
+
+	// Caution: the "NdotL *" and "NdotV *" are explicitely inversed , this is not a mistake. 
+	float Lambda_GGXV = NdotL * sqrt((-NdotV * alphaG2 + NdotV) * NdotV + alphaG2);
+	float Lambda_GGXL = NdotV * sqrt((-NdotL * alphaG2 + NdotL) * NdotL + alphaG2);
+
+	return 0.5f / (Lambda_GGXV + Lambda_GGXL);
+}
+
+float D_GGX(float NdotH, float m2)
+{
+	// Divide by PI is apply later 
+	//float m2 = m * m;
+	float f = (NdotH * m2 - NdotH) * NdotH + 1;
+	return m2 / (f * f);
+}
+
+#endif

+ 156 - 196
Templates/Full/game/shaders/common/gl/lighting.glsl

@@ -21,7 +21,7 @@
 //-----------------------------------------------------------------------------
 
 #include "./torque.glsl"
-
+#include "./brdf.glsl"
 #ifndef TORQUE_SHADERGEN
 
 // These are the uniforms used by most lighting shaders.
@@ -44,132 +44,21 @@ uniform vec4 albedo;
 
 #endif // !TORQUE_SHADERGEN
 
-
-vec3 F_schlick( in vec3 f0, in vec3 f90, in float u )
-{
-	//
-    //  F( v, h ) =  F0 + ( 1.0 - F0 ) *  pow( 1.0f - HdotV,  5.0f )
-    //
-    //
-    //  where 
-    //
-    //  F0 = BaseColor * nDotL
-    //
-    //  Dielectric materials always have a range of 0.02 < F0 < 0.05 , use a stock value of 0.04 ( roughly plastics )
-    //
-
-	return f0 + ( f90 - f0 ) * pow( 1.0f - u ,  5.0f );
-}
-
-float Fr_DisneyDiffuse ( float NdotV , float NdotL , float LdotH , float linearRoughness )
-{
-	float energyBias = mix (0 , 0.5 , linearRoughness );
-	float energyFactor = mix (1.0 , 1.0 / 1.51 , linearRoughness );
-	float fd90 = energyBias + 2.0 * LdotH * LdotH * linearRoughness ;
-	vec3 f0 = vec3 ( 1.0f , 1.0f , 1.0f );
-	float lightScatter = F_schlick( f0 , vec3(fd90), NdotL ).r;
-	float viewScatter = F_schlick(f0 , vec3(fd90), NdotV ).r;
-
-	return lightScatter * viewScatter * energyFactor ;
-}
-
-float SmithGGX( float NdotL, float NdotV, float alpha )
+vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane )
 {
-    //
-    // G( L, V, h ) = G( L ) G( V )
-    //
-    //                    nDotL
-    // G( L ) = _________________________
-    //             nDotL ( 1 - k ) + k
-    //
-    //         
-    //                     NdotV
-    // G( V ) = _________________________
-    //             NdotV ( 1 - k ) + k
-    //
-    //
-    //               pow( ( Roughness + 1 ), 2)
-    //  , Where  k = __________________________     ( unreal 4 )
-    //                          8
-    //
-	
-	float alphaSqr = alpha * alpha;
+   float denum = dot( plane.xyz, direction.xyz );
+   float num = dot( plane, vec4( origin, 1.0 ) );
+   float t = -num / denum;
 
-	//float GGX_V = NdotL * sqrt ( ( - NdotV * alphaSqr + NdotV ) * NdotV + alphaSqr );
-	//float GGX_L = NdotV * sqrt ( ( - NdotL * alphaSqr + NdotL ) * NdotL + alphaSqr );
-	
-	float GGX_V = NdotL + sqrt ( ( - NdotV * alphaSqr + NdotV ) * NdotV + alphaSqr );
-	float GGX_L = NdotV + sqrt ( ( - NdotL * alphaSqr + NdotL ) * NdotL + alphaSqr );
-	
-	return 1.0/( GGX_V + GGX_L ); 
-	//return 0.5f / ( GGX_V + GGX_L ); 
+   return direction.xyz * t;
 }
 
-float D_GGX( float NdotH , float alpha )
+vec3 getDistanceVectorToPlane( float negFarPlaneDotEye, vec3 direction, vec4 plane )
 {
-    //
-    // or GGX ( disney / unreal 4 )
-    //
-    //  alpha = pow( roughness, 2 );
-    //
-    //                                    pow( alpha, 2 )
-    //  D( h ) = ________________________________________________________________      
-    //           PI pow( pow( NdotH , 2 ) ( pow( alpha, 2 ) - 1 ) + 1 ), 2 )
-    //
+   float denum = dot( plane.xyz, direction.xyz );
+   float t = negFarPlaneDotEye / denum;
 
-	float alphaSqr = alpha*alpha;
-	float f = ( NdotH * alphaSqr - NdotH ) * NdotH + 1;
-	return alphaSqr / ( M_PI_F * (f * f) );
-}
-
-vec4 EvalBDRF( vec3 baseColor, vec3 lightColor, vec3 toLight, vec3 position, vec3 normal,  float roughness, float metallic )
-{
-	//
-    //  Microfacet Specular Cook-Torrance
-    //
-    //                D( h ) F( v, h ) G( l, v, h )
-    //    f( l, v ) = ____________________________
-    //                 4 ( dot( n, l ) dot( n, v )
-    //                 
-    //
-
-	vec3 L = normalize( toLight );
-	vec3 V = normalize( -position );
-	vec3 H = normalize( L + V );
-	vec3 N = normal;
-	
-	float NdotV = abs( dot( N, V ) ) + 1e-5f;
-	float NdotH = saturate( dot( N, H ) );
-	float NdotL = saturate( dot( N, L ) );
-	float LdotH = saturate( dot( L, H ) );
-	
-	float VdotH = saturate( dot( V, H ) );
-
-	if ( NdotL == 0 ) 
-		return vec4( 0.0f, 0.0f, 0.0f, 0.0f ); 
-	
-	float alpha = roughness;
-	float visLinAlpha = alpha * alpha;
-	
-	vec3 f0 = baseColor;
-	float  metal = metallic;
-	
-	vec3 F_conductor= F_schlick( f0, vec3( 1.0, 1.0, 1.0 ), VdotH );
-	vec3 F_dielec   = F_schlick( vec3( 0.04, 0.04, 0.04 ), vec3( 1.0, 1.0, 1.0 ), VdotH );
-	float  Vis        = SmithGGX( NdotL, NdotV, visLinAlpha );
-	float  D          = D_GGX( NdotH, visLinAlpha );
-	
-	vec3 Fr_dielec    = D * F_dielec * Vis; 
-	vec3 Fr_conductor = D * F_conductor * Vis; 
-	
-	vec3 Fd = vec3(Fr_DisneyDiffuse( NdotV , NdotL , LdotH , visLinAlpha ) / M_PI_F);
-    vec3 specular = ( 1.0f - metal ) * Fr_dielec + metal * Fr_conductor;
-	vec3 diffuse  = ( 1.0f - metal ) * Fd * f0;
-   
-    vec3 ret = ( diffuse + specular + lightColor) * vec3(NdotL);
-	
-	float FR = saturate(length(specular));
-	return vec4(ret,FR);
+   return direction.xyz * t;
 }
 
 void compute4Lights( vec3 wsView, 
@@ -194,81 +83,152 @@ void compute4Lights( vec3 wsView,
                      out vec4 outDiffuse,
                      out vec4 outSpecular )
 {
-   // NOTE: The light positions and spotlight directions
-   // are stored in SoA order, so inLightPos[0] is the
-   // x coord for all 4 lights... inLightPos[1] is y... etc.
-   //
-   // This is the key to fully utilizing the vector units and
-   // saving a huge amount of instructions.
-   //
-   // For example this change saved more than 10 instructions 
-   // over a simple for loop for each light.
-   
-   int i;
-
-   vec4 lightVectors[3];
-   for ( i = 0; i < 3; i++ )
-      lightVectors[i] = wsPosition[i] - inLightPos[i];
-
-
-   // Accumulate the dot product between the light 
-   // vector and the normal.
-   //
-   // The normal is negated because it faces away from
-   // the surface and the light faces towards the
-   // surface... this keeps us from needing to flip
-   // the light vector direction which complicates
-   // the spot light calculations.
-   //
-   // We normalize the result a little later.
-   //
-   vec4 nDotL = vec4(0);
-   for ( i = 0; i < 3; i++ )
-      nDotL += lightVectors[i] * -wsNormal[i];
- 
-   vec4 squareDists = vec4(0);
-   for ( i = 0; i < 3; i++ )
-      squareDists += lightVectors[i] * lightVectors[i];
-   half4 correction = half4(inversesqrt( squareDists ));
-   nDotL = saturate( nDotL * correction );
-
-   // First calculate a simple point light linear 
-   // attenuation factor.
-   //
-   // If this is a directional light the inverse
-   // radius should be greater than the distance
-   // causing the attenuation to have no affect.
-   //
-   vec4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) );
-
-   #ifndef TORQUE_BL_NOSPOTLIGHT
-
-      // The spotlight attenuation factor.  This is really
-      // fast for what it does... 6 instructions for 4 spots.
-
-      vec4 spotAtten = vec4(0);
-      for ( i = 0; i < 3; i++ )
-         spotAtten += lightVectors[i] * inLightSpotDir[i];
-
-      vec4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle;
-      atten *= saturate( cosAngle * inLightSpotFalloff );
-
-   #endif
-
-   // Get the final light intensity.
-   vec4 intensity = nDotL * atten;
-   
-   // Combine the light colors for output.
-   vec4 lightColor = vec4(0);
-   for ( i = 0; i < 4; i++ )
-      lightColor += intensity[i] * inLightColor[i];
-      
-   vec3 toLight = vec3(0);
-   for ( i = 0; i < 3; i++ )
-      toLight += lightVectors[i].rgb;
-      
-   outDiffuse = vec4(albedo.rgb*(1.0-metalness),albedo.a);
-   outSpecular = EvalBDRF( vec3( 1.0, 1.0, 1.0 ), lightColor.rgb, toLight, wsPosition, wsNormal, smoothness, metalness );
+   outDiffuse = vec4(0,0,0,0);
+   outSpecular = vec4(0,0,0,0);
+}
+
+struct Surface
+{
+	vec3 P;				// world space position
+	vec3 N;				// world space normal
+	vec3 V;				// world space view vector
+	vec4 baseColor;		// base color [0 -> 1] (rgba)
+	float metalness;		// metalness [0:dielectric -> 1:metal]
+	float roughness;		// roughness: [0:smooth -> 1:rough] (linear)
+	float roughness_brdf; // roughness remapped from linear to BRDF
+	float depth;         // depth: [0:near -> 1:far] (linear)
+	float ao;            // ambient occlusion [0 -> 1]
+	float matFlag;       // material flag - use getFlag to retreive 
+
+	float NdotV;			// cos(angle between normal and view vector)
+	vec3 f0;				// fresnel value (rgb)
+	vec3 albedo;			// diffuse light absorbtion value (rgb)
+	vec3 R;				// reflection vector
+	vec3 F;				// fresnel term computed from f0, N and V
+	void Update();
+};
+
+void Surface::Update()
+{
+	NdotV = abs(dot(N, V)) + 1e-5f; // avoid artifact
+
+	albedo = baseColor.rgb * (1.0 - metalness);
+	f0 = lerp(vec3(0.04), baseColor.rgb, metalness);
+	R = -reflect(V, N);
+	float f90 = saturate(50.0 * dot(f0, vec3(0.33,0.33,0.33)));
+	F = F_Schlick(f0, f90, NdotV);
+}
+	
+Surface createSurface(vec4 gbuffer0, sampler2D gbufferTex1, sampler2D gbufferTex2, in vec2 uv, in vec3 wsEyePos, in vec3 wsEyeRay, in mat4 invView)
+{
+	Surface surface;// = Surface();
+
+	vec4 gbuffer1 = texture(gbufferTex1, uv);
+	vec4 gbuffer2 = texture(gbufferTex2, uv);
+	surface.depth = gbuffer0.a;
+	surface.P = wsEyePos + wsEyeRay * surface.depth;
+	surface.N = tMul(invView, vec4(gbuffer0.xyz,0)).xyz; //TODO move t3d to use WS normals
+	surface.V = normalize(wsEyePos - surface.P);
+	surface.baseColor = gbuffer1;
+	const float minRoughness=1e-4;
+	surface.roughness = clamp(1.0 - gbuffer2.b, minRoughness, 1.0); //t3d uses smoothness, so we convert to roughness.
+	surface.roughness_brdf = surface.roughness * surface.roughness;
+	surface.metalness = gbuffer2.a;
+	surface.ao = gbuffer2.g;
+	surface.matFlag = gbuffer2.r;
+	surface.Update();
+	return surface;
+}
+
+struct SurfaceToLight
+{
+	vec3 L;				// surface to light vector
+	vec3 Lu;				// un-normalized surface to light vector
+	vec3 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)
+
+};
+
+SurfaceToLight createSurfaceToLight(in Surface surface, in vec3 L)
+{
+	SurfaceToLight surfaceToLight;// = SurfaceToLight();
+	surfaceToLight.Lu = L;
+	surfaceToLight.L = normalize(L);
+	surfaceToLight.H = normalize(surface.V + surfaceToLight.L);
+	surfaceToLight.NdotL = saturate(dot(surfaceToLight.L, surface.N));
+	surfaceToLight.HdotV = saturate(dot(surfaceToLight.H, surface.V));
+	surfaceToLight.NdotH = saturate(dot(surfaceToLight.H, surface.N));
+	return surfaceToLight;
+}
+
+vec3 BRDF_GetSpecular(in Surface surface, in SurfaceToLight surfaceToLight)
+{
+	float f90 = saturate(50.0 * dot(surface.f0, vec3(0.33,0.33,0.33)));
+	vec3 F = F_Schlick(surface.f0, f90, surfaceToLight.HdotV);
+	float Vis = V_SmithGGXCorrelated(surface.NdotV, surfaceToLight.NdotL, surface.roughness_brdf);
+	float D = D_GGX(surfaceToLight.NdotH, surface.roughness_brdf);
+	vec3 Fr = D * F * Vis / M_PI_F;
+	return Fr;
+}
+
+vec3 BRDF_GetDiffuse(in Surface surface, in SurfaceToLight surfaceToLight)
+{
+   //getting some banding with disney method, using lambert instead - todo futher testing
+	float Fd = 1.0 / M_PI_F;
+   //energy conservation - remove this if reverting back to disney method
+   vec3 kD = vec3(1.0) - surface.F;
+	kD *= 1.0 - surface.metalness;
+   vec3 diffuse = kD * surface.baseColor.rgb * Fd;
+	return diffuse;
+}
+
+//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 factor = squaredDistance * invSqrAttRadius ;
+   float smoothFactor = saturate (1.0f - factor * factor );
+   return sqr(smoothFactor);
+}
+
+float getDistanceAtt( vec3 unormalizedLightVector , float invSqrAttRadius )
+{
+   float sqrDist = dot ( unormalizedLightVector , unormalizedLightVector );
+   float attenuation = 1.0 / (max ( sqrDist , 0.01*0.01) );
+   attenuation *= smoothDistanceAtt ( sqrDist , invSqrAttRadius );
+   return attenuation;
+}
+
+ float getSpotAngleAtt( vec3 normalizedLightVector , vec3 lightDir , vec2 lightSpotParams )
+ {
+   float cd = dot ( lightDir , normalizedLightVector );
+   float attenuation = saturate ( ( cd - lightSpotParams.x ) / lightSpotParams.y );
+   // smooth the transition
+   return sqr(attenuation);
+}
+
+vec3 getDirectionalLight(in Surface surface, in SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow)
+{
+   vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity;
+   vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
+   vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
+
+   vec3 final = max(vec3(0.0f), diffuse + spec * surface.ao);
+   return final;
+}
+
+vec3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, float shadow)
+{
+   float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
+   vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
+
+   vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
+   vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
+
+   vec3 final = max(vec3(0.0f), diffuse + spec * surface.ao * surface.F);
+   return final;
 }
 
 float G1V(float dotNV, float k)

+ 2 - 0
Templates/Full/game/shaders/common/gl/torque.glsl

@@ -383,4 +383,6 @@ vec3 getCubeDir(int face, vec2 uv)
 
 	return normalize(dir);
 }
+
+#define sqr(a)		((a)*(a))
 #endif // _TORQUE_GLSL_

+ 38 - 112
Templates/Full/game/shaders/common/lighting/advanced/gl/reflectionProbeP.glsl

@@ -2,10 +2,9 @@
 #include "shadergen:/autogenConditioners.h"
 
 #include "farFrustumQuad.glsl"
-#include "lightingUtils.glsl"
 #include "../../../gl/lighting.glsl"
 #include "../../../gl/torque.glsl"
-#line 8
+#line 7
 
 in vec4 pos;
 in vec4 wsEyeDir;
@@ -13,6 +12,7 @@ in vec4 ssPos;
 in vec4 vsEyeDir;
 
 uniform sampler2D deferredBuffer;
+uniform sampler2D colorBuffer;
 uniform sampler2D matInfoBuffer;
 uniform samplerCube cubeMap;
 uniform samplerCube irradianceCubemap;
@@ -28,7 +28,8 @@ uniform vec4 vsFarPlane;
 uniform float radius;
 uniform vec2 attenuation;
 
-uniform mat4x4 invViewMat;
+uniform mat4 worldToObj;
+uniform mat4 cameraToWorld;
 
 uniform vec3 eyePosWorld;
 uniform vec3 bbMin;
@@ -53,24 +54,7 @@ vec3 boxProject(vec3 wsPosition, vec3 reflectDir, vec3 boxWSPos, vec3 boxMin, ve
     return posonbox - boxWSPos;
 }
 
-vec3 iblBoxDiffuse(vec3 normal,
-					vec3 wsPos, 
-                    samplerCube irradianceCube, 
-                    vec3 boxPos,
-                    vec3 boxMin,
-                    vec3 boxMax)
-{
-    // Irradiance (Diffuse)
-    vec3 cubeN = normalize(normal);
-    vec3 irradiance = texture(irradianceCube, cubeN).xyz;
-
-    return irradiance;
-}
-
-vec3 iblBoxSpecular(vec3 normal,
-					vec3 wsPos, 
-					float roughness,
-                    vec3 surfToEye, 
+vec3 iblBoxSpecular(vec3 normal, vec3 wsPos, float roughness, vec3 surfToEye,
                     sampler2D brdfTexture, 
                     samplerCube radianceCube,
                     vec3 boxPos,
@@ -80,7 +64,7 @@ vec3 iblBoxSpecular(vec3 normal,
     float ndotv = clamp(dot(normal, surfToEye), 0.0, 1.0);
 
     // BRDF
-    vec2 brdf = texture(brdfTexture, vec2(roughness, ndotv)).xy;
+    vec2 brdf = textureLod(brdfTexture, vec2(roughness, ndotv),0).xy;
 
     // Radiance (Specular)
 	float maxmip = pow(cubeMips+1,2);
@@ -94,123 +78,65 @@ vec3 iblBoxSpecular(vec3 normal,
     return radiance;
 }
 
-float defineSphereSpaceInfluence(vec3 centroidPosVS, float rad, vec2 atten, vec3 surfPosVS, vec3 norm)
-{
-    // Build light vec, get length, clip pixel if needed
-    vec3 lightVec = centroidPosVS - surfPosVS;
-    float lenLightV = length( lightVec );
-    if (( rad - lenLightV )<0)
-		return -1;
-
-    // Get the attenuated falloff.
-    float attn = attenuate( vec4(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(vec3 surfPosWS, vec3 probePos, float radius, float atten)
 {
-    vec3 surfPosLS = mul( worldToObj, vec4(surfPosWS,1.0)).xyz;
+    vec3 surfPosLS = tMul( worldToObj, vec4(surfPosWS,1.0)).xyz;
 
     vec3 boxMinLS = probePos-(vec3(1,1,1)*radius);
     vec3 boxMaxLS = probePos+(vec3(1,1,1)*radius);
 
-    float boxOuterRange = length(lsBoxMax - lsBoxMin);
+    float boxOuterRange = length(boxMaxLS - boxMinLS);
     float boxInnerRange = boxOuterRange / atten;
 
     vec3 localDir = vec3(abs(surfPosLS.x), abs(surfPosLS.y), abs(surfPosLS.z));
     localDir = (localDir - boxInnerRange) / (boxOuterRange - boxInnerRange);
 
-    float influenceVal =  max(localDir.x, max(localDir.y, localDir.z)) * -1;
-
-    return influenceVal;
-}
-
-float defineDepthInfluence(vec3 probePosWS, vec3 surfPosWS, 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
-	vec3 probeToSurf = probePosWS-surfPosWS;
-			
-	float depthRef = texture(cubeMap, -probeToSurf,0).a*radius;
-	float dist = length( probeToSurf );
-
-	return depthRef-dist;
+    return max(localDir.x, max(localDir.y, localDir.z)) * -1;
 }
-
 out vec4 OUT_col;
-out vec4 OUT_col1;
 
 void main()
 {   
 
     // Compute scene UV
-    vec3 ssPos = ssPos.xyz / ssPos.w; 
-
-    vec2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
-
-    // Matinfo flags
-    vec4 matInfo = texture( matInfoBuffer, uvScene ); 
-
-    // Sample/unpack the normal/z data
-    vec4 deferredSample = deferredUncondition( deferredBuffer, uvScene );
-    vec3 normal = deferredSample.rgb;
-    float depth = deferredSample.a;
-    if (depth>0.9999)
-    {
-      OUT_col = vec4(0.0);
-      OUT_col1 = vec4(0.0);
-      return;
-    }
+    vec2 uvScene = getUVFromSSPos( ssPos.xyz/ssPos.w, rtParams0 );
 
-    // Need world-space normal.
-    vec3 wsNormal = tMul(vec4(normal, 1), invViewMat).rgb;
-
-    vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane );
-    vec3 viewSpacePos = eyeRay * depth;
-
-    vec3 wsEyeRay = tMul(vec4(eyeRay, 1), invViewMat).rgb;
-
-    // Use eye ray to get ws pos
-    vec3 worldPos = vec3(eyePosWorld + wsEyeRay * depth);
-		  
+   //eye ray WS/LS
+   vec3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane );
+   vec3 wsEyeRay = tMul(cameraToWorld, vec4(vsEyeRay, 0)).xyz;
+   
+   //unpack normal and linear depth 
+   vec4 normDepth = deferredUncondition(deferredBuffer, uvScene);
+   
+   //create surface
+   Surface surface = createSurface( normDepth, colorBuffer, matInfoBuffer,
+                                    uvScene, eyePosWorld, wsEyeRay, cameraToWorld);		  
     float blendVal = 1.0;
-	
-	//clip bounds and (TODO properly: set falloff)
 	if(useSphereMode>0)
     {
-        blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, viewSpacePos, normal);
+		vec3 L = probeWSPos - surface.P;
+		blendVal = 1.0-length(L)/radius;
+		clip(blendVal);		
     }
     else
     {
         float tempAttenVal = 3.5;
-	    blendVal = defineBoxSpaceInfluence(worldPos, probeWSPos, radius, tempAttenVal);
-    }
-	if (blendVal<0)
-	{
-      OUT_col = vec4(0.0);
-      OUT_col1 = vec4(0.0);
-      return;
+		blendVal = defineBoxSpaceInfluence(surface.P, probeWSPos, radius, tempAttenVal);
+		clip(blendVal);
+		float compression = 0.05;
+		blendVal=(1.0-compression)+blendVal*compression;
 	}
-      
-	//flip me on to have probes filter by depth
-	//clip(defineDepthInfluence(probeWSPos, worldPos, cubeMap));
-		
-	
 	//render into the bound space defined above
-	vec3 surfToEye = normalize(worldPos.xyz-eyePosWorld.xyz);
-	OUT_col = vec4(iblBoxDiffuse(wsNormal, worldPos, irradianceCubemap, probeWSPos, bbMin, bbMax), blendVal);
-	OUT_col1 = vec4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, surfToEye, BRDFTexture, cubeMap, probeWSPos, bbMin, bbMax), blendVal);
+	vec3 surfToEye = normalize(surface.P - eyePosWorld);
+	vec3 irradiance = textureLod(irradianceCubemap, surface.N,0).xyz;
+	vec3 specular = iblBoxSpecular(surface.N, surface.P, surface.roughness, surfToEye, BRDFTexture, cubeMap, probeWSPos, bbMin, bbMax);
+   vec3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
+   specular *= F;
+   //energy conservation
+	vec3 kD = vec3(1.0) - F;
+	kD *= 1.0 - surface.metalness;
+   //final diffuse color
+   vec3 diffuse = kD * irradiance * surface.baseColor.rgb;
    
-	OUT_col *= matInfo.g;
-	OUT_col1 *= matInfo.g;
+   OUT_col = vec4(diffuse + specular * surface.ao, blendVal);
 }

+ 72 - 128
Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl

@@ -25,7 +25,6 @@
 #include "farFrustumQuad.glsl"
 #include "../../../gl/torque.glsl"
 #include "../../../gl/lighting.glsl"
-#include "lightingUtils.glsl"
 #include "../../shadowMap/shadowMapIO_GLSL.h"
 #include "softShadow.glsl"
 
@@ -34,6 +33,7 @@ in vec2 uv0;
 in vec3 wsEyeRay;
 in vec3 vsEyeRay;
 
+uniform sampler2D deferredBuffer;
 uniform sampler2D shadowMap;
 uniform sampler2D dynamicShadowMap;
 
@@ -42,68 +42,68 @@ uniform sampler2D ssaoMask ;
 uniform vec4 rtParams3;
 #endif
 
-uniform sampler2D deferredBuffer;
-uniform sampler2D lightBuffer;
 uniform sampler2D colorBuffer;
 uniform sampler2D matInfoBuffer;             
+uniform float  lightBrightness;
 uniform vec3 lightDirection;
 uniform vec4 lightColor;
-uniform float  lightBrightness;
 uniform vec4 lightAmbient; 
+
+uniform float shadowSoftness;
 uniform vec3 eyePosWorld; 
-uniform mat4x4 eyeMat;
+
 uniform vec4 atlasXOffset;
 uniform vec4 atlasYOffset;
-uniform vec2 atlasScale;
 uniform vec4 zNearFarInvNearFar;
 uniform vec4 lightMapParams;
-uniform vec2 fadeStartLength;
+uniform vec4 farPlaneScalePSSM;
 uniform vec4 overDarkPSSM;
-uniform float shadowSoftness;
-   
+
+uniform vec2 fadeStartLength;
+uniform vec2 atlasScale;
+
+uniform mat4 eyeMat;
+uniform mat4 cameraToWorld;
+
 //static shadowMap
-uniform mat4x4 worldToLightProj;
+uniform mat4 worldToLightProj;
 uniform vec4 scaleX;
 uniform vec4 scaleY;
 uniform vec4 offsetX;
 uniform vec4 offsetY;
-uniform vec4 farPlaneScalePSSM;
 
 //dynamic shadowMap
-uniform mat4x4 dynamicWorldToLightProj;
+uniform mat4 dynamicWorldToLightProj;
 uniform vec4 dynamicScaleX;
 uniform vec4 dynamicScaleY;
 uniform vec4 dynamicOffsetX;
 uniform vec4 dynamicOffsetY;
 uniform vec4 dynamicFarPlaneScalePSSM;
 
-vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
+vec4 AL_VectorLightShadowCast( sampler2D _sourceShadowMap,
                                 vec2 _texCoord,
                                 mat4 _worldToLightProj,
-                                vec4 _worldPos,
-                                vec4 _scaleX, vec4 _scaleY,
-                                vec4 _offsetX, vec4 _offsetY,
+                                vec3 _worldPos,
+                                vec4 _scaleX,
+                                vec4 _scaleY,
+                                vec4 _offsetX,
+                                vec4 _offsetY,
                                 vec4 _farPlaneScalePSSM,
-                                vec4 _atlasXOffset, vec4 _atlasYOffset,
-                                vec2 _atlasScale,
-                                float _shadowSoftness, 
-                                float _dotNL ,
-                                vec4 _overDarkPSSM
-)
+                                float _dotNL)
 {
 
       // Compute shadow map coordinate
-      vec4 pxlPosLightProj = tMul(_worldToLightProj, _worldPos);
+      vec4 pxlPosLightProj = tMul(_worldToLightProj, vec4(_worldPos,1));
       vec2 baseShadowCoord = pxlPosLightProj.xy / pxlPosLightProj.w;   
 
-      // Distance to light, in shadowMap space
+      // Distance to light, in shadowmap space
       float distToLight = pxlPosLightProj.z / pxlPosLightProj.w;
          
       // Figure out which split to sample from.  Basically, we compute the shadowMap sample coord
       // for all of the splits and then check if its valid.  
-      vec4 shadowCoordX = vec4( baseShadowCoord.x );
-      vec4 shadowCoordY = vec4( baseShadowCoord.y );
-      vec4 farPlaneDists = vec4( distToLight );      
+      vec4 shadowCoordX = baseShadowCoord.xxxx;
+      vec4 shadowCoordY = baseShadowCoord.yyyy;
+      vec4 farPlaneDists = distToLight.xxxx;      
       shadowCoordX *= _scaleX;
       shadowCoordY *= _scaleY;
       shadowCoordX += _offsetX;
@@ -132,10 +132,10 @@ vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
       else
          finalMask = vec4(0, 0, 0, 1);
          
-      vec3 debugColor = vec3(0);
+      vec3 debugColor = vec3(0,0,0);
    
       #ifdef NO_SHADOW
-         debugColor = vec3(1.0);
+         debugColor = vec3(1.0,1.0,1.0);
       #endif
 
       #ifdef PSSM_DEBUG_RENDER
@@ -164,7 +164,7 @@ vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
       shadowCoord = baseShadowCoord * finalScale;      
       shadowCoord += finalOffset;
 
-      // Convert to _texCoord space
+      // Convert to texcoord space
       shadowCoord = 0.5 * shadowCoord + vec2(0.5, 0.5);
       shadowCoord.y = 1.0f - shadowCoord.y;
 
@@ -181,132 +181,76 @@ vec4 AL_VectorLightShadowCast( sampler2D _sourceshadowMap,
       distToLight *= farPlaneScale;
       
       return vec4(debugColor,
-	                             softShadow_filter(  _sourceshadowMap,
-                                 _texCoord,
-                                 shadowCoord,
-                                 farPlaneScale * _shadowSoftness,
-                                 distToLight,
-                                 _dotNL,
-                                 dot( finalMask, _overDarkPSSM ) ) );
+                  softShadow_filter(  _sourceShadowMap,
+                  _texCoord,
+                  shadowCoord,
+                  farPlaneScale * _shadowSoftness,
+                  distToLight,
+                  _dotNL,
+                  dot( finalMask, _overDarkPSSM ) ) );
 }
 
 out vec4 OUT_col;
-out vec4 OUT_col1;
 void main()             
 {
-   // Matinfo flags
-   float4 matInfo = texture( matInfoBuffer, uv0 ); 
+   //unpack normal and linear depth  
+   vec4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uv0);
+  
+   //create surface
+   Surface surface = createSurface( normDepth, colorBuffer, matInfoBuffer,
+                                    uv0, eyePosWorld, wsEyeRay, cameraToWorld);
    
-   vec4 colorSample = texture( colorBuffer, uv0 );
-   vec3 subsurface = vec3(0.0,0.0,0.0); 
-   if (getFlag( matInfo.r, 1 ))
+   //early out if emissive
+   if (getFlag(surface.matFlag, 0))
    {
-      subsurface = colorSample.rgb;
-      if (colorSample.r>colorSample.g)
-         subsurface = vec3(0.772549, 0.337255, 0.262745);
-	  else
-         subsurface = vec3(0.337255, 0.772549, 0.262745);
+      return 0.0.xxxx;
 	}
 	
-   // Sample/unpack the normal/z data
-   vec4 deferredSample = deferredUncondition( deferredBuffer, uv0 );
-   vec3 normal = deferredSample.rgb;
-   float depth = deferredSample.a;
+   //create surface to light                           
+   SurfaceToLight surfaceToLight = createSurfaceToLight(surface, -lightDirection);
 
-   // Use eye ray to get ws pos
-   vec4 worldPos = vec4(eyePosWorld + wsEyeRay * depth, 1.0f);
-   
-   // Get the light attenuation.
-   float dotNL = dot(-lightDirection, normal);
-
-   #ifdef PSSM_DEBUG_RENDER
-      vec3 debugColor = vec3(0);
-   #endif
+   //light color might be changed by PSSM_DEBUG_RENDER
+   vec3 lightingColor = lightColor.rgb;
    
    #ifdef NO_SHADOW
+      float shadow = 1.0;
+   #else
 
-      // Fully unshadowed.
-      float shadowed = 1.0;
+      // Fade out the shadow at the end of the range.
+      vec4 zDist = (zNearFarInvNearFar.x + zNearFarInvNearFar.y * surface.depth);
+      float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
 
-      #ifdef PSSM_DEBUG_RENDER
-         debugColor = vec3(1.0);
-      #endif
+      vec4 static_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap), uv0.xy, worldToLightProj, surface.P, scaleX, scaleY, offsetX, offsetY,
+                                                             farPlaneScalePSSM, surfaceToLight.NdotL);
 
-   #else
+      vec4 dynamic_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), uv0.xy, dynamicWorldToLightProj, surface.P, dynamicScaleX,
+                                                              dynamicScaleY, dynamicOffsetX, dynamicOffsetY, dynamicFarPlaneScalePSSM, surfaceToLight.NdotL);
 
-      vec4 static_shadowed_colors = AL_VectorLightShadowCast( shadowMap,
-                                                        uv0.xy,
-                                                        worldToLightProj,
-                                                        worldPos,
-                                                        scaleX, scaleY,
-                                                        offsetX, offsetY,
-                                                        farPlaneScalePSSM,
-                                                        atlasXOffset, atlasYOffset,
-                                                        atlasScale,
-                                                        shadowSoftness, 
-                                                        dotNL,
-                                                        overDarkPSSM);
-      vec4 dynamic_shadowed_colors = AL_VectorLightShadowCast( dynamicShadowMap,
-                                                        uv0.xy,
-                                                        dynamicWorldToLightProj,
-                                                        worldPos,
-                                                        dynamicScaleX, dynamicScaleY,
-                                                        dynamicOffsetX, dynamicOffsetY,
-                                                        dynamicFarPlaneScalePSSM,
-                                                        atlasXOffset, atlasYOffset,
-                                                        atlasScale,
-                                                        shadowSoftness, 
-                                                        dotNL,
-                                                        overDarkPSSM);  
       float static_shadowed = static_shadowed_colors.a;
       float dynamic_shadowed = dynamic_shadowed_colors.a;
 	  
       #ifdef PSSM_DEBUG_RENDER
-	     debugColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5;
+	     lightingColor = static_shadowed_colors.rgb*0.5+dynamic_shadowed_colors.rgb*0.5;
       #endif
       
-      // Fade out the shadow at the end of the range.
-      vec4 zDist = vec4(zNearFarInvNearFar.x + zNearFarInvNearFar.y * depth);
-      float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
-      
-      static_shadowed = mix( static_shadowed, 1.0, saturate( fadeOutAmt ) );
-      dynamic_shadowed = mix( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) );
+      static_shadowed = lerp( static_shadowed, 1.0, saturate( fadeOutAmt ) );
+      dynamic_shadowed = lerp( dynamic_shadowed, 1.0, saturate( fadeOutAmt ) );
             
-      // temp for debugging. uncomment one or the other.
-      //float shadowed = static_shadowed;
-      //float shadowed = dynamic_shadowed;
-      float shadowed = min(static_shadowed, dynamic_shadowed)*matInfo.g;
+      float shadow = min(static_shadowed, dynamic_shadowed);
       
       #ifdef PSSM_DEBUG_RENDER
          if ( fadeOutAmt > 1.0 )
-            debugColor = vec3(1.0);
+            lightingColor = 1.0;
       #endif
 
-   #endif // !NO_SHADOW
-
-   vec3 l = normalize(-lightDirection);
-   vec3 v = normalize(eyePosWorld - worldPos.xyz);
-
-   vec3 h = normalize(v + l);
-   float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
-   float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
-   float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
-   float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
-   float dotLHa = clamp(dot(l, h), 0.0, 1.0);
-
-   float roughness = 1.0001-matInfo.b;
-   float metalness = matInfo.a;
+   #endif //NO_SHADOW
+   // Sample the AO texture.      
+   #ifdef USE_SSAO_MASK
+      surface.ao *= 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( uv0.xy, rtParams3 ) ).r;
+   #endif
 
-   //diffuse
-   //float dotNL = clamp(dot(normal,l), 0.0, 1.0);
-   float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
-   vec3 diffuse = vec3(disDiff, disDiff, disDiff) / M_PI_F;// alternative: (lightColor * dotNL) / Pi;
-   //specular
-   vec3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
-   
-   float finalShadowed = shadowed;
+   //get directional light contribution   
+   vec3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
 
-//output
-   OUT_col = float4(diffuse * (lightBrightness)*dotNLa*shadowed,1.0);
-   OUT_col1 = float4(specular * (lightBrightness)*dotNLa*shadowed,1.0);
+   return vec4(lighting, 0);
 }

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

@@ -13,8 +13,8 @@ struct ConvexConnectP
 };
 
 TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
-TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 1);
-TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 2);
+TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
+TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
 TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 3);
 TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 4);
 TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 5);