From 27f1e542fa42200dae785fdcc2c946b720e55aaa Mon Sep 17 00:00:00 2001 From: luboslenco Date: Thu, 10 Jul 2025 18:04:20 +0200 Subject: [PATCH] Fix envmap lod sampling --- armorlab/sources/make_mesh.ts | 21 ++++++++++++-- armorpaint/sources/make_mesh.ts | 25 +++++++++++++--- armorsculpt/sources/make_mesh.ts | 21 ++++++++++++-- base/assets/Scene.arm | Bin 178056 -> 178056 bytes base/assets/World_radiance_5.hdr | Bin 223 -> 0 bytes base/assets/World_radiance_6.hdr | 6 ---- base/assets/World_radiance_7.hdr | 6 ---- base/assets/World_radiance_8.hdr | 6 ---- base/assets/shader_datas.arm | Bin 15646 -> 15981 bytes base/shaders/deferred_light.kong | 48 +++++++++++++++++++++++++++++-- base/sources/ts/iron/uniforms.ts | 30 +++++++++++++++++++ base/sources/ts/strings.ts | 21 ++++++++++++++ 12 files changed, 156 insertions(+), 28 deletions(-) delete mode 100644 base/assets/World_radiance_5.hdr delete mode 100644 base/assets/World_radiance_6.hdr delete mode 100644 base/assets/World_radiance_7.hdr delete mode 100644 base/assets/World_radiance_8.hdr diff --git a/armorlab/sources/make_mesh.ts b/armorlab/sources/make_mesh.ts index add3f76f..51459b3b 100644 --- a/armorlab/sources/make_mesh.ts +++ b/armorlab/sources/make_mesh.ts @@ -86,6 +86,11 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte if (context_raw.viewport_mode == viewport_mode_t.LIT && context_raw.render_mode == render_mode_t.FORWARD) { node_shader_add_texture(kong, "senvmap_brdf", "$brdf.k"); node_shader_add_texture(kong, "senvmap_radiance", "_envmap_radiance"); + node_shader_add_texture(kong, "senvmap_radiance0", "_envmap_radiance0"); + node_shader_add_texture(kong, "senvmap_radiance1", "_envmap_radiance1"); + node_shader_add_texture(kong, "senvmap_radiance2", "_envmap_radiance2"); + node_shader_add_texture(kong, "senvmap_radiance3", "_envmap_radiance3"); + node_shader_add_texture(kong, "senvmap_radiance4", "_envmap_radiance4"); } node_shader_add_texture(kong, "texpaint"); @@ -140,9 +145,21 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte node_shader_add_constant(kong, "envmap_num_mipmaps: int", "_envmap_num_mipmaps"); node_shader_add_constant(kong, "envmap_data: float4", "_envmap_data"); // angle, sin(angle), cos(angle), strength node_shader_write_frag(kong, "var wreflect: float3 = reflect(-vvec, n);"); - node_shader_write_frag(kong, "var envlod: float = roughness * float(constants.envmap_num_mipmaps);"); + node_shader_add_function(kong, str_envmap_equirect); - node_shader_write_frag(kong, "var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(wreflect, constants.envmap_data.x), envlod).rgb;"); + // node_shader_write_frag(kong, "var envlod: float = roughness * float(constants.envmap_num_mipmaps);"); + // node_shader_write_frag(kong, "var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(wreflect, constants.envmap_data.x), envlod).rgb;"); + + node_shader_add_function(kong, str_envmap_sample); + node_shader_write_frag(kong, "var envlod: float = roughness * 5.0;"); + node_shader_write_frag(kong, "var lod0: float = floor(envlod);"); + node_shader_write_frag(kong, "var lod1: float = ceil(envlod);"); + node_shader_write_frag(kong, "var lodf: float = envlod - lod0;"); + node_shader_write_frag(kong, "var envmap_coord: float2 = envmap_equirect(wreflect, constants.envmap_data.x);"); + node_shader_write_frag(kong, "var lodc0: float3 = envmap_sample(lod0, envmap_coord);"); + node_shader_write_frag(kong, "var lodc1: float3 = envmap_sample(lod1, envmap_coord);"); + node_shader_write_frag(kong, "var prefiltered_color: float3 = lerp3(lodc0, lodc1, lodf);"); + // node_shader_add_constant(kong, "shirr: float4[7]", "_envmap_irradiance"); node_shader_add_constant(kong, "shirr0: float4", "_envmap_irradiance0"); node_shader_add_constant(kong, "shirr1: float4", "_envmap_irradiance1"); diff --git a/armorpaint/sources/make_mesh.ts b/armorpaint/sources/make_mesh.ts index 94cce1eb..13617894 100644 --- a/armorpaint/sources/make_mesh.ts +++ b/armorpaint/sources/make_mesh.ts @@ -147,9 +147,14 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte } if (context_raw.viewport_mode == viewport_mode_t.LIT && context_raw.render_mode == render_mode_t.FORWARD) { - texture_count += 2; + texture_count += 7; node_shader_add_texture(kong, "senvmap_brdf", "$brdf.k"); node_shader_add_texture(kong, "senvmap_radiance", "_envmap_radiance"); + node_shader_add_texture(kong, "senvmap_radiance0", "_envmap_radiance0"); + node_shader_add_texture(kong, "senvmap_radiance1", "_envmap_radiance1"); + node_shader_add_texture(kong, "senvmap_radiance2", "_envmap_radiance2"); + node_shader_add_texture(kong, "senvmap_radiance3", "_envmap_radiance3"); + node_shader_add_texture(kong, "senvmap_radiance4", "_envmap_radiance4"); } // Get layers for this pass @@ -372,12 +377,24 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte node_shader_write_frag(kong, "var dotnv: float = max(0.0, dot(n, vvec));"); // node_shader_write_frag(kong, "var env_brdf: float2 = senvmap_brdf[uint2(float2(roughness, 1.0 - dotnv) * 256.0)].xy;"); node_shader_write_frag(kong, "var env_brdf: float4 = senvmap_brdf[uint2(float2(roughness, 1.0 - dotnv) * 256.0)];"); - node_shader_add_constant(kong, "envmap_num_mipmaps: int", "_envmap_num_mipmaps"); + // node_shader_add_constant(kong, "envmap_num_mipmaps: int", "_envmap_num_mipmaps"); node_shader_add_constant(kong, "envmap_data: float4", "_envmap_data"); // angle, sin(angle), cos(angle), strength node_shader_write_frag(kong, "var wreflect: float3 = reflect(-vvec, n);"); - node_shader_write_frag(kong, "var envlod: float = roughness * float(constants.envmap_num_mipmaps);"); + node_shader_add_function(kong, str_envmap_equirect); - node_shader_write_frag(kong, "var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(wreflect, constants.envmap_data.x), envlod).rgb;"); + // node_shader_write_frag(kong, "var envlod: float = roughness * float(constants.envmap_num_mipmaps);"); + // node_shader_write_frag(kong, "var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(wreflect, constants.envmap_data.x), envlod).rgb;"); + + node_shader_add_function(kong, str_envmap_sample); + node_shader_write_frag(kong, "var envlod: float = roughness * 5.0;"); + node_shader_write_frag(kong, "var lod0: float = floor(envlod);"); + node_shader_write_frag(kong, "var lod1: float = ceil(envlod);"); + node_shader_write_frag(kong, "var lodf: float = envlod - lod0;"); + node_shader_write_frag(kong, "var envmap_coord: float2 = envmap_equirect(wreflect, constants.envmap_data.x);"); + node_shader_write_frag(kong, "var lodc0: float3 = envmap_sample(lod0, envmap_coord);"); + node_shader_write_frag(kong, "var lodc1: float3 = envmap_sample(lod1, envmap_coord);"); + node_shader_write_frag(kong, "var prefiltered_color: float3 = lerp3(lodc0, lodc1, lodf);"); + // node_shader_add_constant(kong, "shirr: float4[7]", "_envmap_irradiance"); node_shader_add_constant(kong, "shirr0: float4", "_envmap_irradiance0"); node_shader_add_constant(kong, "shirr1: float4", "_envmap_irradiance1"); diff --git a/armorsculpt/sources/make_mesh.ts b/armorsculpt/sources/make_mesh.ts index 100ef58a..1ee73261 100644 --- a/armorsculpt/sources/make_mesh.ts +++ b/armorsculpt/sources/make_mesh.ts @@ -114,6 +114,11 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte texture_count += 2; node_shader_add_texture(kong, "senvmap_brdf", "$brdf.k"); node_shader_add_texture(kong, "senvmap_radiance", "_envmap_radiance"); + node_shader_add_texture(kong, "senvmap_radiance0", "_envmap_radiance0"); + node_shader_add_texture(kong, "senvmap_radiance1", "_envmap_radiance1"); + node_shader_add_texture(kong, "senvmap_radiance2", "_envmap_radiance2"); + node_shader_add_texture(kong, "senvmap_radiance3", "_envmap_radiance3"); + node_shader_add_texture(kong, "senvmap_radiance4", "_envmap_radiance4"); } // Get layers for this pass @@ -268,9 +273,21 @@ function make_mesh_run(data: material_t, layer_pass: i32 = 0): node_shader_conte node_shader_add_constant(kong, "envmap_num_mipmaps: int", "_envmap_num_mipmaps"); node_shader_add_constant(kong, "envmap_data: float4", "_envmap_data"); // angle, sin(angle), cos(angle), strength node_shader_write_frag(kong, "var wreflect: float3 = reflect(-vvec, n);"); - node_shader_write_frag(kong, "var envlod: float = roughness * float(constants.envmap_num_mipmaps);"); + node_shader_add_function(kong, str_envmap_equirect); - node_shader_write_frag(kong, "var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(wreflect, constants.envmap_data.x), envlod).rgb;"); + // node_shader_write_frag(kong, "var envlod: float = roughness * float(constants.envmap_num_mipmaps);"); + // node_shader_write_frag(kong, "var prefiltered_color: float3 = sample_lod(senvmap_radiance, sampler_linear, envmap_equirect(wreflect, constants.envmap_data.x), envlod).rgb;"); + + node_shader_add_function(kong, str_envmap_sample); + node_shader_write_frag(kong, "var envlod: float = roughness * 5.0;"); + node_shader_write_frag(kong, "var lod0: float = floor(envlod);"); + node_shader_write_frag(kong, "var lod1: float = ceil(envlod);"); + node_shader_write_frag(kong, "var lodf: float = envlod - lod0;"); + node_shader_write_frag(kong, "var envmap_coord: float2 = envmap_equirect(wreflect, constants.envmap_data.x);"); + node_shader_write_frag(kong, "var lodc0: float3 = envmap_sample(lod0, envmap_coord);"); + node_shader_write_frag(kong, "var lodc1: float3 = envmap_sample(lod1, envmap_coord);"); + node_shader_write_frag(kong, "var prefiltered_color: float3 = lerp3(lodc0, lodc1, lodf);"); + // node_shader_add_constant(kong, "shirr: float4[7]", "_envmap_irradiance"); node_shader_add_constant(kong, "shirr0: float4", "_envmap_irradiance0"); node_shader_add_constant(kong, "shirr1: float4", "_envmap_irradiance1"); diff --git a/base/assets/Scene.arm b/base/assets/Scene.arm index 0979d79888c342ad9948b1ea6696579721f2ae9e..74bae26e9f3329dc24949d05c3938a1eec770629 100644 GIT binary patch delta 20 bcmeBp&(-mstD%K)3lsZxM%L*Z+nE{wR~rXf delta 20 bcmeBp&(-mstD%K)3lsZxM$YLR+nE{wS2G7* diff --git a/base/assets/World_radiance_5.hdr b/base/assets/World_radiance_5.hdr deleted file mode 100644 index 1835baa8b0eb9cb619084e0a7b2d376e75195111..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 223 zcmY$k4{~(zbo6s};Bxa1@^uWcH8#>s z$}EX5%1MncN>57V;?j*&Fj3HsP_W=)Vq)OnXn6K#(XFeidN`t29By4Zw=$VSEu=1` zB-liQxvsXhwGOOk(XXzGu7xXha}?a4IbqK9nl28LJ?l1a>Tz}FsI9GUXaK4NtLwRR zY4+j^%U5%x?Y^^e#qpjN4v(czwk_LRl?+r@S6^QXRX20?>a81BE}6?w*F0tZtp2uo Qj-sjwbEdXe7IoAC05iy0jQ{`u diff --git a/base/assets/World_radiance_6.hdr b/base/assets/World_radiance_6.hdr deleted file mode 100644 index 3965bfd8..00000000 --- a/base/assets/World_radiance_6.hdr +++ /dev/null @@ -1,6 +0,0 @@ -#?RADIANCE -# Made with Adobe Photoshop -FORMAT=32-bit_rle_rgbe - --Y 2 +X 4 -–…w~€†“€„�zh~öÕÂ}ÊÊÒ~¿¹¸~ëÈ´} \ No newline at end of file diff --git a/base/assets/World_radiance_7.hdr b/base/assets/World_radiance_7.hdr deleted file mode 100644 index 87d885cd..00000000 --- a/base/assets/World_radiance_7.hdr +++ /dev/null @@ -1,6 +0,0 @@ -#?RADIANCE -# Made with Adobe Photoshop -FORMAT=32-bit_rle_rgbe - --Y 1 +X 2 -¿¿~¿¿~ \ No newline at end of file diff --git a/base/assets/World_radiance_8.hdr b/base/assets/World_radiance_8.hdr deleted file mode 100644 index da93c866..00000000 --- a/base/assets/World_radiance_8.hdr +++ /dev/null @@ -1,6 +0,0 @@ -#?RADIANCE -# Made with Adobe Photoshop -FORMAT=32-bit_rle_rgbe - --Y 1 +X 1 -¿¿~ \ No newline at end of file diff --git a/base/assets/shader_datas.arm b/base/assets/shader_datas.arm index 51f92a5c68a7af368b18e40034157d20c17b7848..918866cbc1c357bf824c51de8dd2bffbfb62859d 100644 GIT binary patch delta 345 zcmbPN^|oe%vjrpfWIl