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@@ -20,8 +20,7 @@ uniform float cubeMips;
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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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-//TORQUE_UNIFORM_SAMPLERCUBE(cubeMapAR, 4);
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-//TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemapAR, 5);
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+
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uniform float4 inProbePosArray[MAX_PROBES];
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uniform float4 inRefPosArray[MAX_PROBES];
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uniform float4x4 worldToObjArray[MAX_PROBES];
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@@ -30,22 +29,9 @@ uniform float4 bbMaxArray[MAX_PROBES];
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uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
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#if DEBUGVIZ_CONTRIB
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-uniform float4 probeContribColors[MAX_PROBES];
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+uniform float4 probeContribColors[MAX_PROBES];
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#endif
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-struct ProbeData
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-{
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- float3 wsPosition;
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- float radius;
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- float3 boxExtents;
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- float attenuation;
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- float4x4 worldToLocal;
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- uint cubemapIdx;
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- uint type; //box = 0, sphere = 1
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- float contribution;
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- float pad;
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-};
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-
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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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// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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@@ -67,53 +53,24 @@ struct ProbeData
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return posonbox - boxWSPos;
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}*/
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-float3 defineSphereSpaceInfluence(Surface surface, ProbeData probe, float3 wsEyeRay, out float contribution)
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-{
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- contribution = 0;
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- return float3(0, 0, 0);
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-}
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-float3 defineBoxSpaceInfluence(Surface surface, ProbeData probe, float3 wsEyeRay, out float contribution)
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+float3 iblBoxDiffuse( Surface surface, ProbeData probe)
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{
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- float3 lsPos = mul(probe.worldToLocal, float4(surface.P, 1.0)).xyz;
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- float3 lsDir = mul(probe.worldToLocal, float4(wsEyeRay, 0)).xyz;
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-
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- float3 lsInvDir = float3(1 / lsDir.x, 1 / lsDir.y, 1 / lsDir.z);
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-
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- float3 intersectsMax = lsInvDir - lsPos * lsInvDir;
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- float3 intersectsMin = -lsInvDir - lsPos * lsInvDir;
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-
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- float3 positiveIntersections = max(intersectsMax, intersectsMin);
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- float intersectDist = min(positiveIntersections.x, min(positiveIntersections.y, positiveIntersections.z));
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-
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- float3 wsIntersectPosition = surface.P + intersectDist * wsEyeRay;
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- float3 lookupDir = wsIntersectPosition - probe.wsPosition;
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+ float3 dir = boxProject(surface, probe);
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- float3 reducedExtents = probe.boxExtents - float3(probe.attenuation, probe.attenuation, probe.attenuation);
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-
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- float distToBox = length(max(max(-reducedExtents - (lsPos * probe.boxExtents), 0), (lsPos * probe.boxExtents) - reducedExtents));
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-
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- float normalizedDistance = distToBox / 50; //50 is a random BS number. was probe.attenuation
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-
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- float t = saturate(3.3333 - 3.3333 * normalizedDistance);
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- contribution = t * t * (3.0 - 2.0 * t);
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-
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- return lookupDir;
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-}
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-
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-float4 iblBoxDiffuse( Surface surface, ProbeData probe, float3 dir)
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-{
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float lod = surface.roughness*cubeMips;
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- float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probe.cubemapIdx, lod).xyz;
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+ float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probe.probeIdx, lod).xyz;
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- return float4(color * probe.contribution, ceil(probe.contribution));
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+ return color;
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}
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-float4 iblBoxSpecular(Surface surface, ProbeData probe, float3 dir)
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+float3 iblBoxSpecular(Surface surface, ProbeData probe)
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{
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// BRDF
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float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV,0.0,0.0)).xy;
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+ float3 dir = boxProject(surface, probe);
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+
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// Radiance (Specular)
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#if DEBUGVIZ_SPECCUBEMAP == 0
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float lod = surface.roughness*cubeMips;
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@@ -121,9 +78,9 @@ float4 iblBoxSpecular(Surface surface, ProbeData probe, float3 dir)
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float lod = 0;
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#endif
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- float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probe.cubemapIdx, lod).xyz * (brdf.x + brdf.y);
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+ float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probe.probeIdx, lod).xyz * (brdf.x + brdf.y);
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- return float4(color * probe.contribution, 1);
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+ return color;
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}
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float4 main( PFXVertToPix IN ) : SV_TARGET
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@@ -142,66 +99,79 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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}
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int i = 0;
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+ float blendVal[MAX_PROBES];
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+ float blendFactor[MAX_PROBES];
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+ float blendSum = 0;
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+ float blendFacSum = 0;
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+ float invBlendSum = 0;
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- float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
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-
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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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-
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- float4 irradiance = float4(0, 0, 0, 0);
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- float4 specular = float4(0, 0, 0, 0);
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-
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- float contributingProbeCount = 1;
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-
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- float contribSum = 0;
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-
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-#if DEBUGVIZ_CONTRIB == 1
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- float contribVal[MAX_PROBES];
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-#endif
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+ //Set up our struct data
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+ ProbeData probes[MAX_PROBES];
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//Process prooooobes
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for (i = 0; i < numProbes; ++i)
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{
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- ProbeData probe;
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-
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- probe.wsPosition = inProbePosArray[i].xyz;
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- probe.radius = probeConfigData[i].g;
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- probe.boxExtents = length(bbMaxArray[i].xyz - bbMinArray[i].xyz);
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- probe.attenuation = probeConfigData[i].b;
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- probe.worldToLocal = worldToObjArray[i];
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- probe.cubemapIdx = i;
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- probe.type = probeConfigData[i].r;
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- probe.contribution = 0;
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-
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- if (probe.type == 0) //box
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+ probes[i].wsPosition = inProbePosArray[i].xyz;
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+ probes[i].radius = probeConfigData[i].g;
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+ probes[i].boxMin = bbMinArray[i].xyz;
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+ probes[i].boxMax = bbMaxArray[i].xyz;
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+ probes[i].refPosition = inRefPosArray[i].xyz;
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+ probes[i].attenuation = probeConfigData[i].b;
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+ probes[i].worldToLocal = worldToObjArray[i];
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+ probes[i].probeIdx = i;
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+ probes[i].type = probeConfigData[i].r;
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+ probes[i].contribution = 0;
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+
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+ if (probes[i].type == 0) //box
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{
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- float3 reflDir = defineBoxSpaceInfluence(surface, probe, IN.wsEyeRay, probe.contribution);
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-
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- float4 irr = iblBoxDiffuse(surface, probe, reflDir);
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-
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- float3 spec = iblBoxSpecular(surface, probe, reflDir).rgb * F;
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-
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- irradiance += irr;
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- specular += float4(spec,1);
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-
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- contributingProbeCount += irr.a; //if we have any contribution to this pixel, our a should be at a 1, which we'll ultimately utilize to average the total
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+ blendVal[i] = defineBoxSpaceInfluence(surface, probes[i], IN.wsEyeRay);
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+ }
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+ else
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+ {
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+ blendVal[i] = defineSphereSpaceInfluence(surface, probes[i], IN.wsEyeRay);
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+ }
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- contribSum += probe.contribution;
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+ blendVal[i] = saturate(blendVal[i]);
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+ blendSum += blendVal[i];
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+ invBlendSum += (1.0f - blendVal[i]);
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+ }
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-#if DEBUGVIZ_CONTRIB == 1
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- contribVal[i] = probe.contribution;
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-#endif
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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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+ {
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+ if (numProbes>1)
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+ {
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+ blendFactor[i] = ((1.0f - blendVal[i] / blendSum)) / (numProbes - 1);
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+ blendFactor[i] *= ((1.0f - blendVal[i]) / invBlendSum);
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+ blendFacSum += blendFactor[i];
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+ }
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+ else
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+ {
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+ blendFactor[i] = blendVal[i];
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+ blendFacSum = blendVal[i];
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}
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}
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- //Average these bad boys out
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- //irradiance /= contributingProbeCount;
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- //specular /= contributingProbeCount;
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+ // Normalize blendVal
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+#if DEBUGVIZ_ATTENUATION == 0 //this can likely be removed when we fix the above normalization behavior
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+ if (blendFacSum == 0.0f) // Possible with custom weight
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+ {
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+ blendFacSum = 1.0f;
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+ }
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+#endif
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+ float invBlendSumWeighted = 1.0f / blendFacSum;
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+ for (i = 0; i < numProbes; ++i)
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+ {
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+ blendFactor[i] *= invBlendSumWeighted;
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+ }
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#if DEBUGVIZ_ATTENUATION == 1
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- return float4(contribSum, contribSum, contribSum, 1);
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+ return float4(blendFacSum, blendFacSum, blendFacSum, 1);
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#endif
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#if DEBUGVIZ_CONTRIB == 1
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@@ -209,37 +179,55 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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float3 finalContribColor = float3(0, 0, 0);
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for (i = 0; i < numProbes; ++i)
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{
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- if (contribVal[i] == 0)
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+ if (blendFactor[i] == 0)
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continue;
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- finalContribColor += contribVal[i] * probeContribColors[i].rgb;
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+ finalContribColor += blendFactor[i] * probeContribColors[i].rgb;
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}
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return float4(finalContribColor, 1);
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#endif
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#if DEBUGVIZ_SPECCUBEMAP == 0 && DEBUGVIZ_DIFFCUBEMAP == 0
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-
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-
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- /*for (i = 0; i < numProbes; ++i)
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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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+ float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
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+
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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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if (blendVal[i] == 0)
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continue;
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- irradiance += blendVal[i]*iblBoxDiffuse(surface, i);
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+ irradiance += blendFactor[i]*iblBoxDiffuse(surface, probes[i]);
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- specular += blendVal[i]*F*iblBoxSpecular(surface, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
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- }*/
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+ specular += blendFactor[i]*F*iblBoxSpecular(surface, probes[i]);
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+ }
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//final diffuse color
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- float3 diffuse = kD * irradiance.rgb * surface.baseColor.rgb;
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- float4 finalColor = float4(diffuse + specular.rgb * surface.ao, contribSum);
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+ float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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+ float4 finalColor = float4(diffuse + specular * surface.ao, blendFacSum);
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return finalColor;
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#elif DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0
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- return float4(specular.rgb, 1);
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+ float3 cubeColor = float3(0, 0, 0);
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+ for (i = 0; i < numProbes; ++i)
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+ {
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+ cubeColor += blendFactor[i] * iblBoxSpecular(surface, probes[i]);
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+ }
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+
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+ return float4(cubeColor, 1);
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#elif DEBUGVIZ_DIFFCUBEMAP == 1
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- return float4(irradiance.rgb, 1);
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+ float3 cubeColor = float3(0, 0, 0);
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+ for (i = 0; i < numProbes; ++i)
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+ {
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+ cubeColor += blendFactor[i] * iblBoxDiffuse(surface, probes[i]);
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+ }
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+
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+ return float4(cubeColor, 1);
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#endif
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}
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