Browse Source

Updates and fixes to probe and lighting logic.

Areloch 7 years ago
parent
commit
f31445751f
23 changed files with 543 additions and 1452 deletions
  1. 102 5
      Engine/source/T3D/lighting/IBLUtilities.cpp
  2. 5 0
      Engine/source/T3D/lighting/IBLUtilities.h
  3. 224 496
      Engine/source/T3D/lighting/reflectionProbe.cpp
  4. 9 34
      Engine/source/T3D/lighting/reflectionProbe.h
  5. 6 630
      Engine/source/T3D/lighting/skylight.cpp
  6. 5 97
      Engine/source/T3D/lighting/skylight.h
  7. 1 1
      Engine/source/gfx/bitmap/cubemapSaver.h
  8. 1 1
      Engine/source/gfx/gfxEnums.h
  9. 2 1
      Engine/source/lighting/probeManager.cpp
  10. 1 0
      Engine/source/lighting/probeManager.h
  11. 1 0
      Engine/source/renderInstance/renderPassManager.h
  12. 7 2
      Engine/source/renderInstance/renderProbeMgr.cpp
  13. 1 0
      Engine/source/renderInstance/renderProbeMgr.h
  14. 19 1
      Templates/Full/game/core/scripts/client/lighting/advanced/deferredShading.cs
  15. 3 3
      Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs
  16. 15 12
      Templates/Full/game/shaders/common/lighting/advanced/gl/deferredShadingP.glsl
  17. 0 28
      Templates/Full/game/shaders/common/lighting/advanced/gl/lightingUtils.glsl
  18. 4 5
      Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl
  19. 4 4
      Templates/Full/game/shaders/common/lighting/advanced/prefilterP.hlsl
  20. 11 3
      Templates/Full/game/shaders/common/lighting/advanced/probeShadingP.hlsl
  21. 85 94
      Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeP.hlsl
  22. 35 33
      Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl
  23. 2 2
      Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

+ 102 - 5
Engine/source/T3D/lighting/IBLUtilities.cpp

@@ -3,6 +3,8 @@
 #include "gfx/gfxTextureManager.h"
 #include "gfx/gfxTransformSaver.h"
 #include "gfx/bitmap/cubemapSaver.h"
+#include "core/stream/fileStream.h"
+#include "gfx/bitmap/imageUtils.h"
 
 namespace IBLUtilities
 {
@@ -56,6 +58,44 @@ namespace IBLUtilities
       GFX->popActiveRenderTarget();
    }
 
+   void GenerateAndSaveIrradianceMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut)
+   {
+      if (outputPath.isEmpty())
+      {
+         Con::errorf("IBLUtilities::GenerateAndSaveIrradianceMap - Cannot save to an empty path!");
+         return;
+      }
+
+      GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
+
+      IBLUtilities::GenerateIrradianceMap(renderTarget, cubemap, cubemapOut);
+
+      //Write it out
+      CubemapSaver::save(cubemapOut, outputPath);
+
+      if (!Platform::isFile(outputPath))
+      {
+         Con::errorf("IBLUtilities::GenerateAndSaveIrradianceMap - Failed to properly save out the baked irradiance!");
+      }
+   }
+
+   void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap)
+   {
+      if (outputPath.isEmpty())
+      {
+         Con::errorf("IBLUtilities::SaveCubeMap - Cannot save to an empty path!");
+         return;
+      }
+
+      //Write it out
+      CubemapSaver::save(cubemap, outputPath);
+
+      if (!Platform::isFile(outputPath))
+      {
+         Con::errorf("IBLUtilities::SaveCubeMap - Failed to properly save out the baked irradiance!");
+      }
+   }
+
    void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut)
    {
       GFXTransformSaver saver;
@@ -73,8 +113,8 @@ namespace IBLUtilities
       GFXShaderConstHandle* prefilterFaceSC = prefilterShader->getShaderConstHandle("$face");
       GFXShaderConstHandle* prefilterRoughnessSC = prefilterShader->getShaderConstHandle("$roughness");
       GFXShaderConstHandle* prefilterMipSizeSC = prefilterShader->getShaderConstHandle("$mipSize");
-	  GFXShaderConstHandle* prefilterResolutionSC = prefilterShader->getShaderConstHandle("$resolution");
-	  
+      GFXShaderConstHandle* prefilterResolutionSC = prefilterShader->getShaderConstHandle("$resolution");
+
       GFX->pushActiveRenderTarget();
       GFX->setShader(prefilterShader);
       GFX->setShaderConstBuffer(prefilterConsts);
@@ -82,10 +122,13 @@ namespace IBLUtilities
 
       U32 prefilterSize = cubemapOut->getSize();
 
+      U32 resolutionSize = prefilterSize;
+
       for (U32 face = 0; face < 6; face++)
       {
          prefilterConsts->setSafe(prefilterFaceSC, (S32)face);
-		 prefilterConsts->setSafe(prefilterResolutionSC, renderTarget->getSize().x);
+         prefilterConsts->setSafe(prefilterResolutionSC, (S32)resolutionSize);
+
          for (U32 mip = 0; mip < mipLevels; mip++)
          {
             S32 mipSize = prefilterSize >> mip;
@@ -105,6 +148,27 @@ namespace IBLUtilities
       GFX->popActiveRenderTarget();
    }
 
+   void GenerateAndSavePrefilterMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut)
+   {
+      if (outputPath.isEmpty())
+      {
+         Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Cannot save to an empty path!");
+         return;
+      }
+
+      GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
+
+      IBLUtilities::GeneratePrefilterMap(renderTarget, cubemap, mipLevels, cubemapOut);
+
+      //Write it out
+      CubemapSaver::save(cubemapOut, outputPath);
+
+      if (!Platform::isFile(outputPath))
+      {
+         Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Failed to properly save out the baked irradiance!");
+      }
+   }
+
    void GenerateBRDFTexture(GFXTexHandle &textureOut)
    {
       GFXTransformSaver saver;
@@ -133,6 +197,33 @@ namespace IBLUtilities
       GFX->popActiveRenderTarget();
    }
 
+   GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution)
+   {
+      GFXTexHandle brdfTexture = TEXMGR->createTexture(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, 1, 0);
+      GenerateBRDFTexture(brdfTexture);
+
+      FileStream fs;
+      if (fs.open(outputPath, Torque::FS::File::Write))
+      {
+         // Read back the render target, dxt compress it, and write it to disk.
+         GBitmap brdfBmp(brdfTexture.getHeight(), brdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
+         brdfTexture.copyToBmp(&brdfBmp);
+
+         brdfBmp.extrudeMipLevels();
+
+         DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
+         ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
+
+         // Write result to file stream
+         brdfDDS->write(fs);
+
+         delete brdfDDS;
+      }
+      fs.close();
+
+      return brdfTexture;
+   }
+
    void bakeReflection(String outputPath, S32 resolution)
    {
       //GFXDEBUGEVENT_SCOPE(ReflectionProbe_Bake, ColorI::WHITE);
@@ -464,7 +555,7 @@ namespace IBLUtilities
       }
 
       //If we fail to parse the cubemap for whatever reason, we really can't continue
-      if (!CubemapSaver::getBitmaps(cubemap, GFXFormatR8G8B8, cubeFaceBitmaps))
+      if (!CubemapSaver::getBitmaps(cubemap, GFXFormatR8G8B8A8, cubeFaceBitmaps))
          return;
 
       //Set up our constants
@@ -570,4 +661,10 @@ namespace IBLUtilities
 
       return angle;
    }
-};
+};
+
+DefineEngineFunction(GenerateBRDFTexture, bool, (String outputPath, S32 resolution), ("", 256),
+   "@brief returns true if control object is inside the fog\n\n.")
+{
+   return IBLUtilities::GenerateAndSaveBRDFTexture(outputPath, resolution);
+}

+ 5 - 0
Engine/source/T3D/lighting/IBLUtilities.h

@@ -3,9 +3,14 @@
 namespace IBLUtilities
 {
    void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut);
+   void GenerateAndSaveIrradianceMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut);
 
    void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut);
+   void GenerateAndSavePrefilterMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut);
 
+   void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap);
+
+   GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution);
    void GenerateBRDFTexture(GFXTexHandle &textureOut);
 
    void bakeReflection(String outputPath, S32 resolution);

File diff suppressed because it is too large
+ 224 - 496
Engine/source/T3D/lighting/reflectionProbe.cpp


+ 9 - 34
Engine/source/T3D/lighting/reflectionProbe.h

@@ -78,7 +78,7 @@ public:
       DynamicCubemap = 5,
    };
 
-private:
+protected:
 
    // Networking masks
    // We need to implement a mask specifically to handle
@@ -115,24 +115,24 @@ private:
 
    //Indirect Lighting Contribution stuff
    IndrectLightingModeType mIndrectLightingModeType;
-   LinearColorF mAmbientColor;
-   LinearColorF mSphericalHarmonics;
 
    //Reflection Contribution stuff
    ReflectionModeType mReflectionModeType;
 
    F32 mRadius;
+   Point3F mProbePosOffset;
+   bool mEditPosOffset;
 
    String mCubemapName;
-   CubemapData *mCubemap;
+   CubemapData *mStaticCubemap;
    GFXCubemapHandle  mDynamicCubemap;
    bool mUseCubemap;
 
    //irridiance resources
-   GFXCubemapHandle mIrridianceMap;
+   CubemapData *mIrridianceMap;
 
    //prefilter resources
-   GFXCubemapHandle mPrefilterMap;
+   CubemapData *mPrefilterMap;
    U32 mPrefilterMipLevels;
    U32 mPrefilterSize;
 
@@ -190,17 +190,12 @@ public:
 
    static bool _setEnabled(void *object, const char *index, const char *data);
    static bool _doBake(void *object, const char *index, const char *data);
-
-   static bool protectedSetSHTerms(void *object, const char *index, const char *data);
-   static bool protectedSetSHConsts(void *object, const char *index, const char *data);
+   static bool _toggleEditPosOffset(void *object, const char *index, const char *data);
 
    // Handle when we are added to the scene and removed from the scene
    bool onAdd();
    void onRemove();
 
-   virtual void writeFields(Stream &stream, U32 tabStop);
-   virtual bool writeField(StringTableEntry fieldname, const char *value);
-
    // Override this so that we can dirty the network flag when it is called
    void setTransform(const MatrixF &mat);
 
@@ -240,29 +235,9 @@ public:
 
    void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
 
-   //Spherical Harmonics
-   void calculateSHTerms();
-   F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
-   F32 areaElement(F32 x, F32 y);
-
-   //
-   MatrixF getSideMatrix(U32 side);
-   LinearColorF decodeSH(Point3F normal);
-
-   //
-   void calcDirectionVector(U32 face, U32 face_x, U32 face_y, F32& out_x, F32& out_y, F32& out_z) const;
-   F32 calcSolidAngle(U32 face, U32 x, U32 y) const;
-   LinearColorF sampleFace(U32 face, F32 s, F32 t);
-   LinearColorF readTexelClamped(U32 face, U32 x, U32 y);
-   void computeTexCoords(F32 x, F32 y, F32 z, U32& out_face, F32& out_s, F32& out_t);
-   LinearColorF readTexel(U32 face, U32 x, U32 y) const;
-
-   //
-   LinearColorF sampleSide(U32 termindex, U32 sideIndex);
-   F32 harmonics(U32 termId, Point3F normal);
-
-
    //Baking
+   String getPrefilterMapPath();
+   String getIrradianceMapPath();
    void bake(String outputPath, S32 resolution);
 };
 

+ 6 - 630
Engine/source/T3D/lighting/skylight.cpp

@@ -59,7 +59,6 @@
 extern bool gEditingMission;
 extern ColorI gCanvasClearColor;
 bool Skylight::smRenderSkylights = true;
-bool Skylight::smRenderPreviewProbes = true;
 
 IMPLEMENT_CO_NETOBJECT_V1(Skylight);
 
@@ -74,54 +73,16 @@ ConsoleDocClass(Skylight,
    "See the C++ code for implementation details.\n\n"
    "@ingroup Examples\n");
 
-ImplementEnumType(SkylightReflectionModeEnum,
-   "Type of mesh data available in a shape.\n"
-   "@ingroup gameObjects")
-{ Skylight::StaticCubemap, "Static Cubemap", "Uses a static CubemapData" },
-{ Skylight::BakedCubemap, "Baked Cubemap", "Uses a cubemap baked from the probe's current position" },
-   EndImplementEnumType;
-
 //-----------------------------------------------------------------------------
 // Object setup and teardown
 //-----------------------------------------------------------------------------
-Skylight::Skylight()
+Skylight::Skylight() : ReflectionProbe()
 {
-   // Flag this object so that it will always
-   // be sent across the network to clients
-   mNetFlags.set(Ghostable | ScopeAlways);
-
-   mTypeMask = LightObjectType | MarkerObjectType;
-
-   mReflectionModeType = StaticCubemap;
-
-   mEnabled = true;
-   mBake = false;
-   mDirty = false;
-
-   mCubemap = NULL;
-   mReflectionPath = "";
-   mProbeUniqueID = "";
-
-   mEditorShapeInst = NULL;
-   mEditorShape = NULL;
 
-   mIrridianceMap = NULL;
-   mPrefilterMap = NULL;
-   mBrdfTexture = NULL;
-   mResourcesCreated = false;
-   mPrefilterSize = 512;
-   mPrefilterMipLevels = 6;
-
-   mProbeInfo = new ProbeInfo();
 }
 
 Skylight::~Skylight()
 {
-   if (mEditorShapeInst)
-      SAFE_DELETE(mEditorShapeInst);
-
-   if (mReflectionModeType != StaticCubemap && mCubemap)
-      mCubemap->deleteObject();
 }
 
 //-----------------------------------------------------------------------------
@@ -129,34 +90,6 @@ Skylight::~Skylight()
 //-----------------------------------------------------------------------------
 void Skylight::initPersistFields()
 {
-   addGroup("Rendering");
-      addProtectedField("enabled", TypeBool, Offset(mEnabled, Skylight),
-         &_setEnabled, &defaultProtectedGetFn, "Regenerate Voxel Grid");
-   endGroup("Rendering");
-
-   addGroup("Reflection");
-      //addField("ReflectionMode", TypeSkylightReflectionModeEnum, Offset(mReflectionModeType, Skylight),
-      //   "The type of mesh data to use for collision queries.");
-
-      //addField("reflectionPath", TypeImageFilename, Offset(mReflectionPath, Skylight),
-      //   "The type of mesh data to use for collision queries.");
-
-      addField("StaticCubemap", TypeCubemapName, Offset(mCubemapName, Skylight), "Cubemap used instead of reflection texture if fullReflect is off.");
-
-      //addProtectedField("Bake", TypeBool, Offset(mBake, Skylight),
-      //   &_doBake, &defaultProtectedGetFn, "Regenerate Voxel Grid", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
-   endGroup("Reflection");
-
-   Con::addVariable("$Light::renderSkylights", TypeBool, &Skylight::smRenderSkylights,
-      "Toggles rendering of light frustums when the light is selected in the editor.\n\n"
-      "@note Only works for shadow mapped lights.\n\n"
-      "@ingroup Lighting");
-
-   Con::addVariable("$Light::renderPreviewProbes", TypeBool, &Skylight::smRenderPreviewProbes,
-      "Toggles rendering of light frustums when the light is selected in the editor.\n\n"
-      "@note Only works for shadow mapped lights.\n\n"
-      "@ingroup Lighting");
-
    // SceneObject already handles exposing the transform
    Parent::initPersistFields();
 }
@@ -172,64 +105,16 @@ void Skylight::inspectPostApply()
    setMaskBits(-1);
 }
 
-bool Skylight::_setEnabled(void *object, const char *index, const char *data)
-{
-   Skylight* probe = reinterpret_cast< Skylight* >(object);
-
-   probe->mEnabled = dAtob(data);
-   probe->setMaskBits(-1);
-
-   return true;
-}
-
-bool Skylight::_doBake(void *object, const char *index, const char *data)
-{
-   Skylight* probe = reinterpret_cast< Skylight* >(object);
-
-   if (probe->mDirty)
-      probe->bake(probe->mReflectionPath, 256);
-
-   return false;
-}
-
 bool Skylight::onAdd()
 {
    if (!Parent::onAdd())
       return false;
 
-   mObjBox.minExtents.set(-1, -1, -1);
-   mObjBox.maxExtents.set(1, 1, 1);
-
-   // Skip our transform... it just dirties mask bits.
-   Parent::setTransform(mObjToWorld);
-
-   resetWorldBox();
-
-   // Add this object to the scene
-   addToScene();
-
-   if (isServerObject())
-   {
-      if (!mPersistentId)
-         mPersistentId = getOrCreatePersistentId();
-
-      mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
-   }
-
-   // Refresh this object's material (if any)
-   if (isClientObject())
-      updateMaterial();
-  
-   setMaskBits(-1);
-
    return true;
 }
 
 void Skylight::onRemove()
 {
-   // Remove this object from the scene
-   removeFromScene();
-
    Parent::onRemove();
 }
 
@@ -250,39 +135,6 @@ U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
    // Allow the Parent to get a crack at writing its info
    U32 retMask = Parent::packUpdate(conn, mask, stream);
 
-   if (stream->writeFlag(mask & InitialUpdateMask))
-   {
-      //initial work, just in case?
-   }
-
-   // Write our transform information
-   if (stream->writeFlag(mask & TransformMask))
-   {
-      mathWrite(*stream, getTransform());
-      mathWrite(*stream, getScale());
-   }
-
-   /*if (stream->writeFlag(mask & BakeInfoMask))
-   {
-      stream->write(mReflectionPath);
-      stream->write(mProbeUniqueID);
-   }*/
-
-   if (stream->writeFlag(mask & EnabledMask))
-   {
-      stream->writeFlag(mEnabled);
-   }
-
-   /*if (stream->writeFlag(mask & ModeMask))
-   {
-      stream->write((U32)mReflectionModeType);
-   }*/
-
-   if (stream->writeFlag(mask & CubemapMask))
-   {
-      stream->write(mCubemapName);
-   }
-
    return retMask;
 }
 
@@ -290,72 +142,6 @@ void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
 {
    // Let the Parent read any info it sent
    Parent::unpackUpdate(conn, stream);
-
-   if (stream->readFlag())
-   {
-      //some initial work?
-      createGeometry();
-   }
-
-   if (stream->readFlag())  // TransformMask
-   {
-      mathRead(*stream, &mObjToWorld);
-      mathRead(*stream, &mObjScale);
-
-      setTransform(mObjToWorld);
-   }
-
-   /*if (stream->readFlag())  // BakeInfoMask
-   {
-      stream->read(&mReflectionPath);
-      stream->read(&mProbeUniqueID);
-   }*/
-
-   if (stream->readFlag())  // EnabledMask
-   {
-      mEnabled = stream->readFlag();
-   }
-
-   bool isMaterialDirty = false;
-
-   /*if (stream->readFlag())  // ModeMask
-   {
-      U32 reflectModeType = StaticCubemap;
-      stream->read(&reflectModeType);
-      mReflectionModeType = (ReflectionModeType)reflectModeType;
-
-      isMaterialDirty = true;
-   }*/
-
-   if (stream->readFlag())  // CubemapMask
-   {
-      stream->read(&mCubemapName);
-
-      isMaterialDirty = true;
-   }
-
-   updateProbeParams();
-
-   if(isMaterialDirty)
-      updateMaterial();
-}
-
-void Skylight::createGeometry()
-{
-   // Clean up our previous shape
-   if (mEditorShapeInst)
-      SAFE_DELETE(mEditorShapeInst);
-   
-   mEditorShape = NULL;
-   
-   String shapeFile = "tools/resources/ReflectProbeSphere.dae";
-   
-   // Attempt to get the resource from the ResourceManager
-   mEditorShape = ResourceManager::get().load(shapeFile);
-   if (mEditorShape)
-   {
-      mEditorShapeInst = new TSShapeInstance(mEditorShape, isClientObject());
-   }
 }
 
 //-----------------------------------------------------------------------------
@@ -367,18 +153,12 @@ void Skylight::updateProbeParams()
    if (mProbeInfo == nullptr)
       return;
 
-   mProbeInfo->mIntensity = 1;
-
-   mProbeInfo->mAmbient = LinearColorF(0, 0, 0, 0);
+   Parent::updateProbeParams();
 
    mProbeInfo->mProbeShapeType = ProbeInfo::Sphere;
 
    mProbeInfo->setPosition(getPosition());
 
-   //Update the bounds
-   mObjBox.minExtents.set(-1, -1, -1);
-   mObjBox.maxExtents.set(1, 1, 1);
-
    // Skip our transform... it just dirties mask bits.
    Parent::setTransform(mObjToWorld);
 
@@ -395,197 +175,12 @@ void Skylight::updateProbeParams()
 
    setGlobalBounds();
 
+   mProbeInfo->mAmbient = LinearColorF(1, 1, 1, 1);
+
    mProbeInfo->mIsSkylight = true; 
    mProbeInfo->mScore = -1.0f; //sky comes first
 }
 
-bool Skylight::createClientResources()
-{
-   //irridiance resources
-   mIrridianceMap = GFX->createCubemap();
-   mIrridianceMap->initDynamic(128, GFXFormatR16G16B16A16F, 1);
-
-   //prefilter resources - we share the irridiance stateblock
-   mPrefilterMap = GFX->createCubemap();
-   mPrefilterMap->initDynamic(mPrefilterSize, GFXFormatR16G16B16A16F, mPrefilterMipLevels);
-
-   //brdf lookup resources
-   //make the brdf lookup texture the same size as the prefilter texture
-   mBrdfTexture = TEXMGR->createTexture(mPrefilterSize, mPrefilterSize, GFXFormatR16G16B16A16F, &GFXRenderTargetProfile, 1, 0);
-
-   mResourcesCreated = true;
-
-   return true;
-}
-
-void Skylight::updateMaterial()
-{
-   if ((mReflectionModeType == BakedCubemap) && !mProbeUniqueID.isEmpty())
-   {
-      bool validCubemap = true;
-
-      char fileName[256];
-      dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
-
-      Vector<FileName> fileNames;
-
-      if (Platform::isFile(fileName))
-      {
-         if (!mCubemap)
-         {
-            mCubemap = new CubemapData();
-            mCubemap->registerObject();
-         }
-
-         mCubemap->setCubemapFile(FileName(fileName));
-      }
-      else
-      {
-         validCubemap = false;
-      }
-
-      if (validCubemap)
-      {
-         if (mCubemap->mCubemap)
-            mCubemap->updateFaces();
-         else
-            mCubemap->createMap();
-
-         mDirty = false;
-
-         mProbeInfo->mCubemap = &mCubemap->mCubemap;
-      }
-
-      /*for (U32 i = 0; i < 6; ++i)
-      {
-         char faceFile[256];
-         dSprintf(faceFile, sizeof(faceFile), "%s%s_%i.png", mReflectionPath.c_str(),
-            mProbeUniqueID.c_str(), i);
-
-         if (Platform::isFile(faceFile))
-         {
-            fileNames.push_back(FileName(faceFile));
-         }
-         else
-         {
-            validCubemap = false;
-            break;
-         }
-      }
-
-      if (validCubemap)
-      {
-         if (!mCubemap)
-         {
-            mCubemap = new CubemapData();
-            mCubemap->registerObject();
-         }
-
-         for(U32 i=0; i < 6; i++)
-            mCubemap->setCubeFaceFile(i, fileNames[i]);
-
-         mCubemap->createMap();
-         mCubemap->updateFaces();
-
-         mProbeInfo->mCubemap = &mCubemap->mCubemap;
-      }*/
-   }
-   else if (mReflectionModeType == StaticCubemap && !mCubemapName.isEmpty())
-   {
-      Sim::findObject(mCubemapName, mCubemap);
-
-      if (!mCubemap)
-         return;
-
-      if (mCubemap->mCubemap)
-         mCubemap->updateFaces();
-      else
-         mCubemap->createMap();
-
-      mProbeInfo->mCubemap = &mCubemap->mCubemap;
-   }
-
-   //calculateSHTerms();
-
-   generateTextures();
-
-   //Now that the work is done, assign the relevent maps
-   if (mPrefilterMap.isValid())
-   {
-      mProbeInfo->mCubemap = &mPrefilterMap;
-      mProbeInfo->mIrradianceCubemap = &mIrridianceMap;
-      mProbeInfo->mBRDFTexture = &mBrdfTexture;
-   }
-}
-
-void Skylight::generateTextures()
-{
-   if (!mCubemap)
-      return;
-
-   if (!mResourcesCreated)
-   {
-      if (!createClientResources())
-      {
-         Con::errorf("SkyLight::createIrridianceMap: Failed to create resources");
-         return;
-      }
-   }
-
-   //GFXTransformSaver saver;
-
-   GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
-
-   IBLUtilities::GenerateIrradianceMap(renderTarget, mCubemap->mCubemap, mIrridianceMap);
-
-   //Write it out
-   char fileName[256];
-   dSprintf(fileName, 256, "levels/test/irradiance.DDS");
-
-   CubemapSaver::save(mIrridianceMap, fileName);
-
-   if (!Platform::isFile(fileName))
-   {
-      Con::errorf("Failed to properly save out the skylight baked irradiance!");
-   }
-
-   //create prefilter cubemap (radiance)
-   IBLUtilities::GeneratePrefilterMap(renderTarget, mCubemap->mCubemap, mPrefilterMipLevels, mPrefilterMap);
-
-   //Write it out
-   fileName[256];
-   dSprintf(fileName, 256, "levels/test/prefilter.DDS");
-
-   CubemapSaver::save(mPrefilterMap, fileName);
-
-   if (!Platform::isFile(fileName))
-   {
-      Con::errorf("Failed to properly save out the skylight baked irradiance!");
-   }
-
-   //create brdf lookup
-   IBLUtilities::GenerateBRDFTexture(mBrdfTexture);
-
-   /*FileStream fs;
-   if (fs.open("levels/test/brdf.DDS", Torque::FS::File::Write))
-   {
-      // Read back the render target, dxt compress it, and write it to disk.
-      GBitmap brdfBmp(mBrdfTexture.getHeight(), mBrdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
-      mBrdfTexture.copyToBmp(&brdfBmp);
-
-      brdfBmp.extrudeMipLevels();
-
-      DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
-      ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
-
-      // Write result to file stream
-      brdfDDS->write(fs);
-
-      delete brdfDDS;
-   }
-   fs.close();*/
-}
-
 void Skylight::prepRenderImage(SceneRenderState *state)
 {
    if (!mEnabled || !Skylight::smRenderSkylights)
@@ -606,7 +201,7 @@ void Skylight::prepRenderImage(SceneRenderState *state)
 
    PROBEMGR->registerSkylight(mProbeInfo, this);
 
-   if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mCubemap != nullptr)
+   if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
    {
       GFXTransformSaver saver;
 
@@ -670,230 +265,11 @@ void Skylight::prepRenderImage(SceneRenderState *state)
 
 void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
 {
-   if (!mat->getFeatures().hasFeature(MFT_isDeferred))
-      return;
-
-   //Set up the params
-   MaterialParameters *matParams = mat->getMaterialParameters();
-
-   //Get the deferred render target
-   NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
-
-   GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
-   if (!deferredTexObject) 
-      return;
-
-   GFX->setTexture(0, deferredTexObject);
-
-   //Set the cubemap
-   GFX->setCubeTexture(1, mCubemap->mCubemap);
-
-   //Set the invViewMat
-   MatrixSet &matrixSet = renderState->getRenderPass()->getMatrixSet();
-   const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
-
-   MaterialParameterHandle *invViewMat = mat->getMaterialParameterHandle("$invViewMat");
-
-   matParams->setSafe(invViewMat, worldToCameraXfm);
+   Parent::setPreviewMatParameters(renderState, mat);
 }
 
 DefineEngineMethod(Skylight, postApply, void, (), ,
    "A utility method for forcing a network update.\n")
 {
    object->inspectPostApply();
-}
-
-void Skylight::bake(String outputPath, S32 resolution)
-{
-   GFXDEBUGEVENT_SCOPE(Skylight_Bake, ColorI::WHITE);
-
-   PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
-   PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
-   if (preCapture)
-      preCapture->enable();
-   if (deferredShading)
-      deferredShading->disable();
-
-   //if (mReflectionModeType == StaticCubemap || mReflectionModeType == BakedCubemap || mReflectionModeType == SkyLight)
-   {
-      if (!mCubemap)
-      {
-         mCubemap = new CubemapData();
-         mCubemap->registerObject();
-      }
-   }
-
-   if (mReflectionModeType == BakedCubemap)
-   {
-      if (mReflectionPath.isEmpty() || !mPersistentId)
-      {
-         if (!mPersistentId)
-            mPersistentId = getOrCreatePersistentId();
-
-         mReflectionPath = outputPath.c_str();
-
-         mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
-      }
-   }
-
-   bool validCubemap = true;
-
-   // Save the current transforms so we can restore
-   // it for child control rendering below.
-   GFXTransformSaver saver;
-
-   //bool saveEditingMission = gEditingMission;
-   //gEditingMission = false;
-
-   //Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
-   bool probeRenderState = Skylight::smRenderSkylights;
-   Skylight::smRenderSkylights = false;
-   for (U32 i = 0; i < 6; ++i)
-   {
-      GFXTexHandle blendTex;
-      blendTex.set(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, "");
-
-      GFXTextureTargetRef mBaseTarget = GFX->allocRenderToTextureTarget();
-
-      GFX->clearTextureStateImmediate(0);
-      mBaseTarget->attachTexture(GFXTextureTarget::Color0, blendTex);
-
-      // Standard view that will be overridden below.
-      VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
-
-      switch (i)
-      {
-         case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
-            vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
-            vUpVec = VectorF(0.0f, 1.0f, 0.0f);
-            break;
-         case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
-            vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
-            vUpVec = VectorF(0.0f, 1.0f, 0.0f);
-            break;
-         case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
-            vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
-            vUpVec = VectorF(0.0f, 0.0f, -1.0f);
-            break;
-         case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
-            vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
-            vUpVec = VectorF(0.0f, 0.0f, 1.0f);
-            break;
-         case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
-            vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
-            vUpVec = VectorF(0.0f, 1.0f, 0.0f);
-            break;
-         case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
-            vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
-            vUpVec = VectorF(0.0f, 1.0f, 0.0f);
-            break;
-      }
-
-      // create camera matrix
-      VectorF cross = mCross(vUpVec, vLookatPt);
-      cross.normalizeSafe();
-
-      MatrixF matView(true);
-      matView.setColumn(0, cross);
-      matView.setColumn(1, vLookatPt);
-      matView.setColumn(2, vUpVec);
-      matView.setPosition(getPosition());
-      matView.inverse();
-
-      // set projection to 90 degrees vertical and horizontal
-      F32 left, right, top, bottom;
-      F32 nearPlane = 100.f;
-      F32 farDist = 10000.f;
-
-      MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
-      Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
-
-      renderFrame(&mBaseTarget, matView, frustum, StaticObjectType | StaticShapeObjectType & EDITOR_RENDER_TYPEMASK, ColorI::RED);
-
-      mBaseTarget->resolve();
-
-      mCubemap->setCubeFaceTexture(i, blendTex);
-
-      char fileName[256];
-      dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
-         mProbeUniqueID.c_str(), i);
-
-      FileStream stream;
-      if (!stream.open(fileName, Torque::FS::File::Write))
-      {
-         Con::errorf("ReflectionProbe::bake(): Couldn't open cubemap face file fo writing " + String(fileName));
-         if (preCapture)
-            preCapture->disable();
-         if (deferredShading)
-            deferredShading->enable();
-         return;
-      }
-
-      GBitmap bitmap(blendTex->getWidth(), blendTex->getHeight(), false, GFXFormatR8G8B8);
-      blendTex->copyToBmp(&bitmap);
-      bitmap.writeBitmap("png", stream);
-
-      if (Platform::isFile(fileName) && mCubemap)
-      {
-         mCubemap->setCubeFaceFile(i, FileName(fileName));
-      }
-      else
-      {
-         validCubemap = false;
-         break;
-      }
-
-      bitmap.deleteImage();
-   }
-
-   if (validCubemap)
-   {
-      if (mCubemap->mCubemap)
-         mCubemap->updateFaces();
-      else
-         mCubemap->createMap();
-
-      char fileName[256];
-      dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
-
-      CubemapSaver::save(mCubemap->mCubemap, fileName);
-
-      if (!Platform::isFile(fileName))
-      {
-         validCubemap = false; //if we didn't save right, just 
-         Con::errorf("Failed to properly save out the skylight baked cubemap!");
-      }
-   }
-
-   if (validCubemap)
-   {
-      mDirty = false;
-
-      //remove the temp files
-      for (U32 i = 0; i < 6; i++)
-      {
-         char fileName[256];
-         dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
-            mProbeUniqueID.c_str(), i);
-
-         Platform::fileDelete(fileName);
-      }
-   }
-
-   //calculateSHTerms();
-
-   Skylight::smRenderSkylights = probeRenderState;
-   setMaskBits(-1);
-
-   if (preCapture)
-      preCapture->disable();
-
-   if (deferredShading)
-      deferredShading->enable();
-}
-
-DefineEngineMethod(Skylight, Bake, void, (String outputPath, S32 resolution), ("", 256),
-   "@brief returns true if control object is inside the fog\n\n.")
-{
-   object->bake(outputPath, resolution);
 }

+ 5 - 97
Engine/source/T3D/lighting/skylight.h

@@ -23,8 +23,8 @@
 #ifndef SKYLIGHT_H
 #define SKYLIGHT_H
 
-#ifndef _SCENEOBJECT_H_
-#include "scene/sceneObject.h"
+#ifndef REFLECTIONPROBE_H
+#include "T3D/lighting/reflectionProbe.h"
 #endif
 #ifndef _GFXVERTEXBUFFER_H_
 #include "gfx/gfxVertexBuffer.h"
@@ -57,83 +57,14 @@ class BaseMatInstance;
 // actual setup and rendering for you.
 //-----------------------------------------------------------------------------
 
-class Skylight : public SceneObject
+class Skylight : public ReflectionProbe
 {
-   typedef SceneObject Parent;
-
-public:
-
-   enum IndrectLightingModeType
-   {
-      NoIndirect = 0,            
-      AmbientColor = 1, 
-      SphericalHarmonics = 2
-   };
-
-   enum ReflectionModeType
-   {
-      StaticCubemap = 1,
-      BakedCubemap = 2
-   };
+   typedef ReflectionProbe Parent;
 
 private:
 
-   // Networking masks
-   // We need to implement a mask specifically to handle
-   // updating our transform from the server object to its
-   // client-side "ghost". We also need to implement a
-   // maks for handling editor updates to our properties
-   // (like material).
-   enum MaskBits
-   {
-      TransformMask = Parent::NextFreeMask << 0,
-      UpdateMask = Parent::NextFreeMask << 1,
-      EnabledMask = Parent::NextFreeMask << 2,
-      CubemapMask = Parent::NextFreeMask << 3,
-      ModeMask = Parent::NextFreeMask << 4,
-      RadiusMask = Parent::NextFreeMask << 5,
-      ShapeTypeMask = Parent::NextFreeMask << 6,
-      BakeInfoMask = Parent::NextFreeMask << 7,
-      NextFreeMask = Parent::NextFreeMask << 8
-   };
-
-   bool mBake;
-   bool mEnabled;
-   bool mDirty;
-
-   Resource<TSShape> mEditorShape;
-   TSShapeInstance* mEditorShapeInst;
-
-   //--------------------------------------------------------------------------
-   // Rendering variables
-   //--------------------------------------------------------------------------
-   ProbeInfo* mProbeInfo;
-
-   //Reflection Contribution stuff
-   ReflectionModeType mReflectionModeType;
-
-   String mCubemapName;
-   CubemapData *mCubemap;
-
-   String mReflectionPath;
-   String mProbeUniqueID;
-
-   //Debug rendering
+    //Debug rendering
    static bool smRenderSkylights;
-   static bool smRenderPreviewProbes;
-
-   //irridiance resources
-   GFXCubemapHandle mIrridianceMap;
-
-   //prefilter resources
-   GFXCubemapHandle mPrefilterMap;
-   U32 mPrefilterMipLevels;
-   U32 mPrefilterSize;
-
-   //brdflookup resources - shares the texture target with the prefilter
-   GFXTexHandle mBrdfTexture;
-
-   bool mResourcesCreated;
 
 public:
    Skylight();
@@ -156,9 +87,6 @@ public:
    // from the server object to the client
    virtual void inspectPostApply();
 
-   static bool _setEnabled(void *object, const char *index, const char *data);
-   static bool _doBake(void *object, const char *index, const char *data);
-
    // Handle when we are added to the scene and removed from the scene
    bool onAdd();
    void onRemove();
@@ -181,32 +109,12 @@ public:
    // minimizing texture, state, and shader switching by grouping objects that
    // use the same Materials.
    //--------------------------------------------------------------------------
-
-   // Create the geometry for rendering
-   void createGeometry();
-
-   bool createClientResources();
-
-   // Get the Material instance
-   void updateMaterial();
-
-   void generateTextures();
-
    void updateProbeParams();
 
    // This is the function that allows this object to submit itself for rendering
    void prepRenderImage(SceneRenderState *state);
 
    void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
-
-    //Baking
-   void bake(String outputPath, S32 resolution);
 };
 
-typedef Skylight::IndrectLightingModeType SkylightIndrectLightingModeEnum;
-DefineEnumType(SkylightIndrectLightingModeEnum);
-
-typedef Skylight::ReflectionModeType SkylightReflectionModeEnum;
-DefineEnumType(SkylightReflectionModeEnum);
-
 #endif // _Skylight_H_

+ 1 - 1
Engine/source/gfx/bitmap/cubemapSaver.h

@@ -33,7 +33,7 @@
 namespace CubemapSaver
 {
    // save cubemap handle to a dds cubemap with optional compression
-   bool save(GFXCubemapHandle cubemap, const Torque::Path &path, GFXFormat compressionFormat = GFXFormat_FIRST);
+   bool save(GFXCubemapHandle cubemap, const Torque::Path &path, GFXFormat compressionFormat = GFXFormatR8G8B8A8);
 
    bool getBitmaps(GFXCubemapHandle cubemap, GFXFormat compressionFormat, GBitmap* faceBitmaps[6]);
 };

+ 1 - 1
Engine/source/gfx/gfxEnums.h

@@ -496,7 +496,7 @@ enum GFXTextureTransformFlags
 
 // CodeReview: This number is used for the declaration of variables, but it
 // should *not* be used for any run-time purposes [7/2/2007 Pat]
-#define TEXTURE_STAGE_COUNT 32
+#define TEXTURE_STAGE_COUNT 16
 
 enum GFXSamplerState 
 {

+ 2 - 1
Engine/source/lighting/probeManager.cpp

@@ -55,7 +55,8 @@ ProbeInfo::ProbeInfo()
    mIrradianceCubemap(NULL),
    mBRDFTexture(NULL),
    mRadius(1.0f),
-   mIntensity(1.0f)
+   mIntensity(1.0f),
+   mProbePosOffset(0,0,0)
 {
    for (U32 i = 0; i < 5; ++i)
    {

+ 1 - 0
Engine/source/lighting/probeManager.h

@@ -68,6 +68,7 @@ struct ProbeInfo
    F32 mIntensity;
 
    Box3F mBounds;
+   Point3F mProbePosOffset;
 
    GFXCubemapHandle *mCubemap;
 

+ 1 - 0
Engine/source/renderInstance/renderPassManager.h

@@ -487,6 +487,7 @@ struct ProbeRenderInst : public RenderInst
    F32 mIntensity;
 
    Box3F mBounds;
+   Point3F mProbePosOffset;
 
    GFXCubemapHandle *mCubemap;
 

+ 7 - 2
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -490,6 +490,7 @@ RenderProbeMgr::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String
    useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
 
    cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
+   cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
 
    eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
    bbMin = matInstance->getMaterialParameterHandle("$bbMin");
@@ -545,7 +546,7 @@ void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRen
 
    matParams->setSafe(radius, probeInfo->mRadius);
 
-   Point3F probePos = probeInfo->getPosition();
+   Point3F probePos = probeInfo->getPosition() + probeInfo->mProbePosOffset;
    //worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
    matParams->setSafe(probeWSPos, probePos);
 
@@ -606,6 +607,10 @@ void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRen
       GFX->setTexture(4, NULL);
    }
 
+   if(probeInfo->mCubemap->isValid())
+      matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap->getPointer()->getMipMapLevels(),2.0f));
+   else
+      matParams->setSafe(cubeMips, F32(0.0));
 
    matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
    matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
@@ -659,7 +664,7 @@ bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData
 	   desc.setZReadWrite(false);
 	   desc.zWriteEnable = false;
 	   desc.setCullMode(GFXCullNone);
-	   desc.setBlend(true, GFXBlendOne, GFXBlendOne);
+	   desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendOne);
 	   mProjectionState = GFX->createStateBlock(desc);
    }
    // Now override stateblock with our own

+ 1 - 0
Engine/source/renderInstance/renderProbeMgr.h

@@ -107,6 +107,7 @@ protected:
 
       MaterialParameterHandle *useCubemap;
       MaterialParameterHandle *cubemap;
+	  MaterialParameterHandle *cubeMips;
 
       MaterialParameterHandle *eyePosWorld;
       MaterialParameterHandle *bbMin;

+ 19 - 1
Templates/Full/game/core/scripts/client/lighting/advanced/deferredShading.cs

@@ -54,6 +54,24 @@ new ShaderData( AL_DeferredShader )
    pixVersion = 2.0;
 };
 
+new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
+{        
+   blendEnable = false; 
+   
+   separateAlphaBlendDefined = true;
+   separateAlphaBlendEnable = true;
+   separateAlphaBlendSrc = GFXBlendSrcAlpha;
+   separateAlphaBlendDest = GFXBlendDestAlpha;
+   separateAlphaBlendOp = GFXBlendOpMin;
+   
+   samplersDefined = true;
+   samplerStates[0] = SamplerWrapLinear;
+   samplerStates[1] = SamplerWrapLinear;
+   samplerStates[2] = SamplerWrapLinear;
+   samplerStates[3] = SamplerWrapLinear;
+   samplerStates[4] = SamplerWrapLinear;
+};
+
 new ShaderData( AL_ProbeShader )
 {
    DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
@@ -76,7 +94,7 @@ singleton PostEffect( AL_PreCapture )
    renderTime = "PFXBeforeBin";
    renderBin = "ProbeBin";
    shader = AL_ProbeShader;
-   stateBlock = AL_DeferredShadingState;
+   stateBlock = AL_DeferredCaptureState;
    texture[0] = "#color";
    texture[1] = "#diffuseLighting";
    texture[2] = "#matinfo";

+ 3 - 3
Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs

@@ -26,7 +26,7 @@ new GFXStateBlockData( AL_VectorLightState )
 {
    blendDefined = true;
    blendEnable = true;
-   blendSrc = GFXBlendOne;
+   blendSrc = GFXBlendSrcAlpha;
    blendDest = GFXBlendOne;
    blendOp = GFXBlendOpAdd;
    
@@ -102,7 +102,7 @@ new GFXStateBlockData( AL_ConvexLightState )
 {
    blendDefined = true;
    blendEnable = true;
-   blendSrc = GFXBlendOne;
+   blendSrc = GFXBlendSrcAlpha;
    blendDest = GFXBlendOne;
    blendOp = GFXBlendOpAdd;
    
@@ -294,7 +294,7 @@ new GFXStateBlockData( AL_ProbeState )
 {
    blendDefined = true;
    blendEnable = true;
-   blendSrc = GFXBlendOne;
+   blendSrc = GFXBlendSrcAlpha;
    blendDest = GFXBlendOne;
    blendOp = GFXBlendOpAdd;
    

+ 15 - 12
Templates/Full/game/shaders/common/lighting/advanced/gl/deferredShadingP.glsl

@@ -42,26 +42,29 @@ void main()
       return;
    }
    
-   vec3 colorBuffer = texture( colorBufferTex, uv0 ).rgb; //albedo
+   vec3 albedo = texture( colorBufferTex, uv0 ).rgb; //albedo
    vec4 matInfo = texture( matInfoTex, uv0 ); //flags|smoothness|ao|metallic
+
    bool emissive = getFlag(matInfo.r, 0);
    if (emissive)
    {
-      OUT_col = float4(colorBuffer, 1.0);
+      OUT_col = float4(albedo, 1.0);
 	  return;
    }
    
-   vec4 diffuseLighting = texture( diffuseLightingBuffer, uv0 ); //shadowmap*specular
-   
-   vec3 specularLighting = texture( specularLightingBuffer, uv0 ).rgb; //environment mapping*lightmaps
+   vec4 diffuse = texture( diffuseLightingBuffer, uv0 ); //shadowmap*specular
+   vec4 specular = texture( specularLightingBuffer, uv0 ); //environment mapping*lightmaps
+
    float metalness = matInfo.a;
-      
-   float frez = diffuseLighting.a;
    
-   vec3 diffuseColor = colorBuffer - (colorBuffer * metalness);
-   vec3 reflectColor = specularLighting*colorBuffer;
-   colorBuffer = diffuseColor+lerp(reflectColor,specularLighting,frez);
-   colorBuffer *= max(diffuseLighting.rgb,vec3(0,0,0)); 
+   vec3 diffuseColor = albedo - (albedo * metalness);
+   vec3 specularColor = lerp(float3(0.04,0.04,0.04), albedo, metalness);
+
+   vec3 light = (diffuseColor * diffuse.rgb) + (specularColor * specular.rgb);
+
+   //albedo = diffuseColor+lerp(reflectColor,indiffuseLighting,frez);
+   //albedo *= max(diffuseLighting.rgb,vec3(0,0,0)); 
    
-   OUT_col =  hdrEncode(vec4(colorBuffer,1.0));
+   //OUT_col =  hdrEncode(vec4(colorBuffer,1.0));
+   OUT_col = hdrEncode(vec4(light, 1.0));
 }

+ 0 - 28
Templates/Full/game/shaders/common/lighting/advanced/gl/lightingUtils.glsl

@@ -33,34 +33,6 @@ float attenuate( vec4 lightColor, vec2 attParams, float dist )
 	#endif
 }
 
-// Calculate the specular coefficent
-//
-//	pxlToLight - Normalized vector representing direction from the pixel being lit, to the light source, in world space
-//	normal - Normalized surface normal
-//	pxlToEye - Normalized vector representing direction from pixel being lit, to the camera, in world space
-//	specPwr - Specular exponent
-//	specularScale - A scalar on the specular output used in RGB accumulation.
-//
-float calcSpecular( vec3 pxlToLight, vec3 normal, vec3 pxlToEye, float specPwr, float specularScale )
-{
-#ifdef PHONG_SPECULAR 
-   // (R.V)^c
-   float specVal = dot( normalize( -reflect( pxlToLight, normal ) ), pxlToEye );
-#else
-   // (N.H)^c   [Blinn-Phong, TGEA style, default]
-   float specVal = dot( normal, normalize( pxlToLight + pxlToEye ) );
-#endif
-
-#ifdef ACCUMULATE_LUV
-   return pow( max( specVal, 0.00001f ), specPwr );
-#else
-   // If this is RGB accumulation, than there is no facility for the luminance
-   // of the light to play in to the specular intensity. In LUV, the luminance
-   // of the light color gets rolled into N.L * Attenuation
-   return specularScale * pow( max( specVal, 0.00001f ), specPwr );
-#endif
-}
-
 vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane )
 {
    float denum = dot( plane.xyz, direction.xyz );

+ 4 - 5
Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl

@@ -156,7 +156,6 @@ PS_OUTPUT main(ConvexConnectP IN)
    bool emissive = getFlag(matInfo.r, 0);
    if (emissive)
    {
-      //return float4(0.0, 0.0, 0.0, 0.0);
       return Output;
    }
 
@@ -274,16 +273,16 @@ PS_OUTPUT main(ConvexConnectP IN)
 
    //diffuse
    float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
-   float3 diffuse = float3(disDiff, disDiff, disDiff) / M_PI_F;// alternative: (lightColor * dotNL) / Pi;
-                                                               //specular
+   float3 diffuse = float3(disDiff, disDiff, disDiff) / M_PI_F;
+   //specular
    float3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
 
    
    if (nDotL<0) shadowed = 0;
    float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
    //output
-   Output.diffuse = float4(diffuse * lightBrightness*shadowed, Sat_NL_Att);
-   Output.spec = float4(specular * lightBrightness*shadowed, Sat_NL_Att);
+   Output.diffuse = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
+   Output.spec = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
 
    return Output;
 }

+ 4 - 4
Templates/Full/game/shaders/common/lighting/advanced/prefilterP.hlsl

@@ -86,13 +86,13 @@ float3 ImportanceSampleGGX(float2 Xi, float3 N)
 	return normalize(sampleVec);
 }
 
-float3 prefilterEnvMap(float3 R)
+float4 prefilterEnvMap(float3 R)
 {
     int sampleCount = resolution*2;
 	float3 N = R;
 	float3 V = R;
 	float totalWeight = 0.0;
-	float3 prefilteredColor = float3(0.0, 0.0, 0.0);
+	float4 prefilteredColor = float4(0.0, 0.0, 0.0, 0.0);
 
 	for (int i = 0; i < sampleCount; ++i)
 	{
@@ -114,7 +114,7 @@ float3 prefilterEnvMap(float3 R)
 
 				float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
 
-				prefilteredColor += TORQUE_TEXCUBELOD(environmentMap, float4(L, mipLevel)).rgb * NdotL;				
+				prefilteredColor += TORQUE_TEXCUBELOD(environmentMap, float4(L, mipLevel)) * NdotL;				
 
 				totalWeight += NdotL;
 			}
@@ -126,5 +126,5 @@ float3 prefilterEnvMap(float3 R)
 float4 main(ConnectData IN) : TORQUE_TARGET0
 {
 	float3 N = getCubeDir(face, IN.uv);
-	return float4(prefilterEnvMap(N), 1.0);
+	return prefilterEnvMap(N);
 }

+ 11 - 3
Templates/Full/game/shaders/common/lighting/advanced/probeShadingP.hlsl

@@ -30,12 +30,14 @@ TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2);
 TORQUE_UNIFORM_SAMPLER2D(specularLightingBuffer,3);
 TORQUE_UNIFORM_SAMPLER2D(deferredTex,4);
 
+uniform float radius;
+uniform float2 targetSize;
+uniform int captureRez;
 float4 main( PFXVertToPix IN) : TORQUE_TARGET0
 {        
    float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
    if (depth>0.9999)
-      return float4(0,0,0,0);
-
+      clip(-1);
    float3 colorBuffer = TORQUE_TEX2D( colorBufferTex, IN.uv0 ).rgb; //albedo
    float4 matInfo = TORQUE_TEX2D(matInfoTex, IN.uv0); //flags|smoothness|ao|metallic
 
@@ -47,6 +49,12 @@ float4 main( PFXVertToPix IN) : TORQUE_TARGET0
 	  
    float4 diffuseLighting = TORQUE_TEX2D( diffuseLightingBuffer, IN.uv0 ); //shadowmap*specular
    colorBuffer *= diffuseLighting.rgb;
+   float2 relUV = IN.uv0*targetSize/captureRez;
+   
+   //we use a 1k depth range in the capture frustum. 
+   //reduce that a bit to get something resembling depth fidelity out of 8 bits
+   depth*=2000/radius;
    
-   return hdrEncode( float4(colorBuffer.rgb, 1.0) );
+   float rLen = length(float3(relUV,depth)-float3(0.5,0.5,0));
+   return hdrEncode( float4(colorBuffer,rLen));
 }

+ 85 - 94
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeP.hlsl

@@ -18,6 +18,7 @@ TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 1);
 TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 2);
 TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 3);
 TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 4);
+uniform float cubeMips;
 
 uniform float4 rtParams0;
 
@@ -36,32 +37,19 @@ uniform float3 bbMax;
 
 uniform float useSphereMode;
 
-float3 iblSpecular(float3 v, float3 n, float roughness)
-{
-   float3 R = reflect(v, n);
-   const float MAX_REFLECTION_LOD = 6.0;
-   float3 prefilteredColor = TORQUE_TEXCUBELOD(cubeMap, float4(R, roughness * MAX_REFLECTION_LOD)).rgb;
-   float2 envBRDF = TORQUE_TEX2D(BRDFTexture, float2(max(dot(n, v), 0.0), roughness)).rg;
-   //return prefilteredColor * (envBRDF.x + envBRDF.y);
-   return prefilteredColor;
-}
-
 // Box Projected IBL Lighting
 // Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
-
+// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
 float3 boxProject(float3 wsPosition, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax)
 { 
-    float3 nrdir = normalize(reflectDir);
-    float3 rbmax = (boxMax - wsPosition) / nrdir;
-    float3 rbmin = (boxMin - wsPosition) / nrdir;
-
-    float3 rbminmax;
-    rbminmax.x = (nrdir.x > 0.0) ? rbmax.x : rbmin.x;
-    rbminmax.y = (nrdir.y > 0.0) ? rbmax.y : rbmin.y;
-    rbminmax.z = (nrdir.z > 0.0) ? rbmax.z : rbmin.z; 
-
-    float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
-    float3 posonbox = wsPosition + nrdir * fa;
+    float3 nrdir = reflectDir;
+	float3 offset = wsPosition;
+    float3 plane1vec = (boxMax - offset) / nrdir;
+    float3 plane2vec = (boxMin - offset) / nrdir;
+	
+	float3 furthestPlane = max(plane1vec, plane2vec);
+	float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
+    float3 posonbox = offset + nrdir * dist;
 
     return posonbox - boxWSPos;
 }
@@ -83,23 +71,22 @@ float3 iblBoxDiffuse(float3 normal,
 float3 iblBoxSpecular(float3 normal,
 					float3 wsPos, 
 					float roughness,
-                    float3 viewDir, 
+                    float3 surfToEye, 
                     TORQUE_SAMPLER2D(brdfTexture), 
                     TORQUE_SAMPLERCUBE(radianceCube),
                     float3 boxPos,
                     float3 boxMin,
                     float3 boxMax)
 {
-    float3 v = viewDir;
-    float3 n = normalize(normal);
-    float ndotv = clamp(dot(n, v), 0.0, 1.0);
+    float ndotv = clamp(dot(normal, surfToEye), 0.0, 1.0);
 
     // BRDF
     float2 brdf = TORQUE_TEX2D(brdfTexture, float2(roughness, ndotv)).xy;
 
     // Radiance (Specular)
-    float lod = roughness * 6.0;
-    float3 r = 2.0 * ndotv * n - v; // reflect(v, n);
+	float maxmip = pow(cubeMips+1,2);
+    float lod = roughness*maxmip;
+    float3 r = reflect(surfToEye, normal);
     float3 cubeR = normalize(r);
     cubeR = boxProject(wsPos, cubeR, boxPos, boxMin, boxMax);
 	
@@ -114,6 +101,57 @@ struct PS_OUTPUT
     float4 spec: TORQUE_TARGET1;
 };
 
+float defineSphereSpaceInfluence(float3 centroidPosVS, float rad, float2 atten, float3 surfPosVS, float3 norm)
+{
+    // Build light vec, get length, clip pixel if needed
+    float3 lightVec = centroidPosVS - surfPosVS;
+    float lenLightV = length( lightVec );
+    if (( rad - lenLightV )<0)
+		return -1;
+
+    // Get the attenuated falloff.
+    float attn = attenuate( float4(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(float3 surfPosWS, float3 probePos, float rad, float2 atten) //atten currently unused
+{
+    float3 boxMin = probePos-(float3(0.5,0.5,0.5)*rad);
+	float3 boxMax = probePos+(float3(0.5,0.5,0.5)*rad);
+	//Try to clip anything that falls outside our box as well
+	//TODO: Make it support rotated boxes as well
+	if(surfPosWS.x > boxMax.x || surfPosWS.y > boxMax.y || surfPosWS.z > boxMax.z ||
+		surfPosWS.x < boxMin.x || surfPosWS.y < boxMin.y || surfPosWS.z < boxMin.z)
+		return -1;
+		
+	float blendVal = 1;
+	//float3 atten = min(boxMax-surfPosWS,surfPosWS-boxMin);
+	//blendVal = min(min(atten.x,atten.y),atten.z);
+	return blendVal;
+}
+
+float defineDepthInfluence(float3 probePosWS, float3 surfPosWS, TORQUE_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
+	float3 probeToSurf = probePosWS-surfPosWS;
+			
+	float depthRef = TORQUE_TEXCUBELOD(cubeMap, float4(-probeToSurf,0)).a*radius;
+	float dist = length( probeToSurf );
+
+	return depthRef-dist;
+}
+
 PS_OUTPUT main( ConvexConnectP IN )
 { 
     PS_OUTPUT Output = (PS_OUTPUT)0;
@@ -121,7 +159,6 @@ PS_OUTPUT main( ConvexConnectP IN )
     // Compute scene UV
     float3 ssPos = IN.ssPos.xyz / IN.ssPos.w; 
 
-    //float4 hardCodedRTParams0 = float4(0,0.0277777780,1,0.972222209);
     float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
 
     // Matinfo flags
@@ -137,10 +174,6 @@ PS_OUTPUT main( ConvexConnectP IN )
     // Need world-space normal.
     float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
 
-    float4 color = float4(1, 1, 1, 1);
-    float4 ref = float4(0,0,0,0);
-    float alpha = 1;
-
     float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
     float3 viewSpacePos = eyeRay * depth;
 
@@ -148,70 +181,28 @@ PS_OUTPUT main( ConvexConnectP IN )
 
     // Use eye ray to get ws pos
     float3 worldPos = float3(eyePosWorld + wsEyeRay * depth);
-    float smoothness = min((1.0 - matInfo.b)*11.0 + 1.0, 8.0);//bump up to 8 for finalization
-
-    if(useSphereMode)
+		  
+    float blendVal = 1.0;
+	
+	//clip bounds and (TODO properly: set falloff)
+	if(useSphereMode)
     {
-        // Build light vec, get length, clip pixel if needed
-        float3 lightVec = probeLSPos - viewSpacePos;
-        float lenLightV = length( lightVec );
-        clip( radius - lenLightV );
-
-        // Get the attenuated falloff.
-        float atten = attenuate( float4(1,1,1,1), attenuation, lenLightV );
-        clip( atten - 1e-6 );
-
-        // Normalize lightVec
-        lightVec = normalize(lightVec);
-
-        // If we can do dynamic branching then avoid wasting
-        // fillrate on pixels that are backfacing to the light.
-        float nDotL = abs(dot( lightVec, normal ));
-
-        float Sat_NL_Att = saturate( nDotL * atten );
-
-        float3 reflectionVec = reflect(IN.wsEyeDir, float4(wsNormal,nDotL)).xyz;
-
-        float3 nrdir = normalize(reflectionVec);
-        float3 rbmax = (bbMax - worldPos.xyz) / nrdir;
-        float3 rbmin = (bbMin - worldPos.xyz) / nrdir;
-
-        float3 rbminmax = (nrdir > 0.0) ? rbmax : rbmin;
-        float fa = min(min(rbminmax.x,rbminmax.y),rbminmax.z);
-		  if (dot( lightVec, normal )<0.0f)
-           clip(fa);
-
-        float3 posOnBox = worldPos.xyz + nrdir * fa;
-        reflectionVec = posOnBox - probeWSPos;
-
-        reflectionVec = mul(probeWSPos,reflectionVec);
-
-        ref = float4(reflectionVec, smoothness);
-
-        alpha = Sat_NL_Att;
-		float roughness = 1 - matInfo.b;
-
-		float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, ref).rgb;
-
-		float3 specular = TORQUE_TEXCUBELOD(cubeMap, ref).rgb;// iblSpecular(wsEyeRay, wsNormal, roughness);
-
-		Output.diffuse = float4(irradiance.rgb, alpha);
-		Output.spec = float4(specular.rgb, alpha);
-
-		return Output;
+        blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, viewSpacePos, normal);
     }
     else
     {
-       //Try to clip anything that falls outside our box as well
-       //TODO: Make it support rotated boxes as well
-       if(worldPos.x > bbMax.x || worldPos.y > bbMax.y || worldPos.z > bbMax.z ||
-          worldPos.x < bbMin.x || worldPos.y < bbMin.y || worldPos.z < bbMin.z)
-          clip(-1);
-		  
-       float blendVal = 1.0;
-	   float3 pixDir = normalize(eyePosWorld.xyz - worldPos.xyz);
-       Output.diffuse = float4(iblBoxDiffuse(wsNormal, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
-	   Output.spec = float4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, pixDir, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
-       return Output;	   
+	   blendVal = defineBoxSpaceInfluence(worldPos, probeWSPos, radius*2, attenuation);
     }
+	clip(blendVal);
+	
+	//flip me on to have probes filter by depth
+	//clip(defineDepthInfluence(probeWSPos, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(cubeMap)));
+		
+	
+	//render into the bound space defined above
+	float3 surfToEye = normalize(worldPos.xyz-eyePosWorld.xyz);
+	Output.diffuse = float4(iblBoxDiffuse(wsNormal, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
+	Output.spec = float4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
+
+	return Output;
 }

+ 35 - 33
Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl

@@ -73,8 +73,15 @@ uniform float4x4 dynamicViewToLightProj;
 uniform float2 lightAttenuation;
 uniform float shadowSoftness;
 
-float4 main(   ConvexConnectP IN ) : TORQUE_TARGET0
+struct PS_OUTPUT
+{
+   float4 diffuse: TORQUE_TARGET0;
+   float4 spec: TORQUE_TARGET1;
+};
+
+PS_OUTPUT main(   ConvexConnectP IN ) : TORQUE_TARGET0
 {   
+   PS_OUTPUT Output = (PS_OUTPUT)0;
    // Compute scene UV
    float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
    float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
@@ -85,7 +92,7 @@ float4 main(   ConvexConnectP IN ) : TORQUE_TARGET0
    bool emissive = getFlag(matInfo.r, 0);
    if (emissive)
    {
-       return float4(0.0, 0.0, 0.0, 0.0);
+      return Output;
    }
 
    float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
@@ -181,36 +188,31 @@ float4 main(   ConvexConnectP IN ) : TORQUE_TARGET0
    // NOTE: Do not clip on fully shadowed pixels as it would
    // cause the hardware occlusion query to disable the shadow.
 
-   // Specular term
-   float specular = 0;
-
-   float3 lightVec = lightPosition - viewSpacePos;
-   float4 real_specular = EvalBDRF( float3( 1.0, 1.0, 1.0 ),
-                                    lightcol,
-                                    lightVec,
-                                    viewSpacePos,
-                                    normal,
-                                    1.0-matInfo.b,
-                                    matInfo.a );
-   float3 lightColorOut = real_specular.rgb * lightBrightness * shadowed* atten;
+   float3 l = normalize(-lightDirection);
+   float3 v = eyeRay;// normalize(eyePosWorld - worldPos.xyz);
+
+   float3 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 = matInfo.g;
+   float metalness = matInfo.b;
+
+   //diffuse
+   float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
+   float3 diffuse = float3(disDiff, disDiff, disDiff) / M_PI_F;
+   //specular
+   float3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
+
    
-   float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
-   float4 addToResult = 0.0;
-
-   // TODO: This needs to be removed when lightmapping is disabled
-   // as its extra work per-pixel on dynamic lit scenes.
-   //
-   // Special lightmapping pass.
-   if ( lightMapParams.a < 0.0 )
-   {
-      // This disables shadows on the backsides of objects.
-      shadowed = nDotL < 0.0f ? 1.0f : shadowed;
-
-      Sat_NL_Att = 1.0f;
-      shadowed = lerp( 1.0f, shadowed, atten );
-      lightColorOut = shadowed;
-      specular *= lightBrightness;
-      addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
-   }
-   return float4((lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
+   if (nDotL<0) shadowed = 0;
+   float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
+   //output
+   Output.diffuse = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
+   Output.spec = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
+
+   return Output;
 }

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

@@ -314,8 +314,8 @@ PS_OUTPUT main(FarFrustumQuadConnectP IN)
    float finalShadowed = shadowed;
 
 //output
-   Output.diffuse = float4(diffuse * (lightBrightness*shadowed), dotNLa);
-   Output.spec = float4(specular * (lightBrightness*shadowed), dotNLa);
+   Output.diffuse = float4(diffuse * (lightBrightness), dotNLa*shadowed);
+   Output.spec = float4(specular * (lightBrightness), dotNLa*shadowed);
 
    return Output;
 }

Some files were not shown because too many files changed in this diff