Merge pull request #9960 from samcake/blue

Fix Ambient Lighting equation
This commit is contained in:
Andrew Meadows 2017-03-22 14:13:31 -07:00 committed by GitHub
commit a463013d90
2 changed files with 20 additions and 12 deletions

View file

@ -794,7 +794,16 @@ bool sphericalHarmonicsFromTexture(const gpu::Texture& cubeTexture, std::vector<
for(int face=0; face < gpu::Texture::NUM_CUBE_FACES; face++) {
PROFILE_RANGE(render_gpu, "ProcessFace");
auto numComponents = cubeTexture.accessStoredMipFace(0,face)->getFormat().getScalarCount();
auto mipFormat = cubeTexture.accessStoredMipFace(0, face)->getFormat();
auto numComponents = mipFormat.getScalarCount();
int roffset { 0 };
int goffset { 1 };
int boffset { 2 };
if ((mipFormat.getSemantic() == gpu::BGRA) || (mipFormat.getSemantic() == gpu::SBGRA)) {
roffset = 2;
boffset = 0;
}
auto data = cubeTexture.accessStoredMipFace(0,face)->readData();
if (data == nullptr) {
continue;
@ -882,9 +891,9 @@ bool sphericalHarmonicsFromTexture(const gpu::Texture& cubeTexture, std::vector<
for (int i = 0; i < stride; ++i) {
for (int j = 0; j < stride; ++j) {
int k = (int)(x + i - halfStride + (y + j - halfStride) * width) * numComponents;
red += ColorUtils::sRGB8ToLinearFloat(data[k]);
green += ColorUtils::sRGB8ToLinearFloat(data[k + 1]);
blue += ColorUtils::sRGB8ToLinearFloat(data[k + 2]);
red += ColorUtils::sRGB8ToLinearFloat(data[k + roffset]);
green += ColorUtils::sRGB8ToLinearFloat(data[k + goffset]);
blue += ColorUtils::sRGB8ToLinearFloat(data[k + boffset]);
}
}
glm::vec3 clr(red, green, blue);
@ -911,8 +920,6 @@ bool sphericalHarmonicsFromTexture(const gpu::Texture& cubeTexture, std::vector<
// save result
for(uint i=0; i < sqOrder; i++) {
// gamma Correct
// output[i] = linearTosRGB(glm::vec3(resultR[i], resultG[i], resultB[i]));
output[i] = glm::vec3(resultR[i], resultG[i], resultB[i]);
}

View file

@ -30,9 +30,8 @@ vec3 fresnelSchlickAmbient(vec3 fresnelColor, vec3 lightDir, vec3 halfDir, float
<$declareSkyboxMap()$>
<@endif@>
vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 fragNormal, float roughness, vec3 fresnel) {
vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 fragNormal, float roughness) {
vec3 direction = -reflect(fragEyeDir, fragNormal);
vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, fragEyeDir, fragNormal, 1.0 - roughness);
vec3 specularLight;
<@if supportIfAmbientMapElseAmbientSphere@>
if (getLightHasAmbientMap(ambient))
@ -53,7 +52,7 @@ vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 f
}
<@endif@>
return specularLight * ambientFresnel;
return specularLight;
}
<@endfunc@>
@ -74,12 +73,14 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
<@endif@>
) {
// Fresnel
vec3 ambientFresnel = fresnelSchlickAmbient(fresnel, eyeDir, normal, 1.0 - roughness);
// Diffuse from ambient
diffuse = (1.0 - metallic) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), normal).xyz;
diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), normal).xyz;
// Specular highlight from ambient
specular = evalAmbientSpecularIrradiance(ambient, eyeDir, normal, roughness, fresnel) * obscurance * getLightAmbientIntensity(ambient);
specular = evalAmbientSpecularIrradiance(ambient, eyeDir, normal, roughness) * ambientFresnel;
<@if supportScattering@>
float ambientOcclusion = curvatureAO(lowNormalCurvature.w * 20.0f) * 0.5f;