diff --git a/base/renderprogs/_manifest.lua b/base/renderprogs/_manifest.lua
index 7878a186..6c98de7a 100644
--- a/base/renderprogs/_manifest.lua
+++ b/base/renderprogs/_manifest.lua
@@ -42,6 +42,8 @@ return
"builtin/lighting/ambient_lighting.vs.hlsl",
"builtin/lighting/ambient_lighting_IBL.ps.hlsl",
"builtin/lighting/ambient_lighting_IBL.vs.hlsl",
+ "builtin/lighting/ambient_lightgrid_IBL.ps.hlsl",
+ "builtin/lighting/ambient_lightgrid_IBL.vs.hlsl",
"builtin/lighting/interaction.ps.hlsl",
"builtin/lighting/interaction.vs.hlsl",
"builtin/lighting/interactionAmbient.ps.hlsl",
diff --git a/base/renderprogs/builtin/lighting/ambient_lightgrid_IBL.ps.hlsl b/base/renderprogs/builtin/lighting/ambient_lightgrid_IBL.ps.hlsl
new file mode 100644
index 00000000..38d06221
--- /dev/null
+++ b/base/renderprogs/builtin/lighting/ambient_lightgrid_IBL.ps.hlsl
@@ -0,0 +1,414 @@
+/*
+===========================================================================
+
+Doom 3 BFG Edition GPL Source Code
+Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
+Copyright (C) 2013-2021 Robert Beckebans
+
+This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
+
+Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 3 of the License, or
+(at your option) any later version.
+
+Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Doom 3 BFG Edition Source Code. If not, see .
+
+In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
+
+If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
+
+===========================================================================
+*/
+
+#include "renderprogs/global.inc.hlsl"
+
+#include "renderprogs/BRDF.inc.hlsl"
+
+
+// *INDENT-OFF*
+uniform sampler2D samp0 : register(s0); // texture 0 is the per-surface normal map
+uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface specular or roughness/metallic/AO mixer map
+uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map
+uniform sampler2D samp3 : register(s3); // texture 3 is the BRDF LUT
+uniform sampler2D samp4 : register(s4); // texture 4 is SSAO
+
+uniform sampler2D samp7 : register(s7); // texture 7 is the irradiance cube map
+uniform sampler2D samp8 : register(s8); // texture 8 is the radiance cube map
+
+struct PS_IN
+{
+ half4 position : VPOS;
+ half4 texcoord0 : TEXCOORD0_centroid;
+ half4 texcoord1 : TEXCOORD1_centroid;
+ half4 texcoord2 : TEXCOORD2_centroid;
+ half4 texcoord3 : TEXCOORD3_centroid;
+ half4 texcoord4 : TEXCOORD4_centroid;
+ half4 texcoord5 : TEXCOORD5_centroid;
+ half4 texcoord6 : TEXCOORD6_centroid;
+ half4 texcoord7 : TEXCOORD7_centroid;
+ half4 color : COLOR0;
+};
+
+struct PS_OUT
+{
+ half4 color : COLOR;
+};
+// *INDENT-ON*
+
+
+float3 lightGridOrigin = float3( -192.0, -128.0, 0 );
+float3 lightGridSize = float3( 64.0, 64.0, 128.0 );
+int3 lightGridBounds = int3( 7, 7, 3 );
+
+int3 GetBaseGridCoord( float3 origin )
+{
+ int3 pos;
+
+ float3 lightOrigin = origin - lightGridOrigin;
+ for( int i = 0; i < 3; i++ )
+ {
+ float v;
+
+ v = lightOrigin[i] * ( 1.0f / lightGridSize[i] );
+ pos[i] = int( floor( v ) );
+
+ if( pos[i] < 0 )
+ {
+ pos[i] = 0;
+ }
+ else if( pos[i] >= lightGridBounds[i] - 1 )
+ {
+ pos[i] = lightGridBounds[i] - 1;
+ }
+ }
+
+ return pos;
+}
+
+
+// RB: TODO OPTIMIZE
+// this is a straight port of idBounds::RayIntersection
+bool AABBRayIntersection( float3 b[2], float3 start, float3 dir, out float scale )
+{
+ int i, ax0, ax1, ax2, side, inside;
+ float f;
+ float3 hit;
+
+ ax0 = -1;
+ inside = 0;
+ for( i = 0; i < 3; i++ )
+ {
+ if( start[i] < b[0][i] )
+ {
+ side = 0;
+ }
+ else if( start[i] > b[1][i] )
+ {
+ side = 1;
+ }
+ else
+ {
+ inside++;
+ continue;
+ }
+ if( dir[i] == 0.0f )
+ {
+ continue;
+ }
+
+ f = ( start[i] - b[side][i] );
+
+ if( ax0 < 0 || abs( f ) > abs( scale * dir[i] ) )
+ {
+ scale = - ( f / dir[i] );
+ ax0 = i;
+ }
+ }
+
+ if( ax0 < 0 )
+ {
+ scale = 0.0f;
+
+ // return true if the start point is inside the bounds
+ return ( inside == 3 );
+ }
+
+ ax1 = ( ax0 + 1 ) % 3;
+ ax2 = ( ax0 + 2 ) % 3;
+ hit[ax1] = start[ax1] + scale * dir[ax1];
+ hit[ax2] = start[ax2] + scale * dir[ax2];
+
+ return ( hit[ax1] >= b[0][ax1] && hit[ax1] <= b[1][ax1] &&
+ hit[ax2] >= b[0][ax2] && hit[ax2] <= b[1][ax2] );
+}
+
+void main( PS_IN fragment, out PS_OUT result )
+{
+ half4 bumpMap = tex2D( samp0, fragment.texcoord0.xy );
+ half4 YCoCG = tex2D( samp2, fragment.texcoord1.xy );
+ half4 specMapSRGB = tex2D( samp1, fragment.texcoord2.xy );
+ half4 specMap = sRGBAToLinearRGBA( specMapSRGB );
+
+ half3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) );
+
+ half3 localNormal;
+#if defined(USE_NORMAL_FMT_RGB8)
+ localNormal.xy = bumpMap.rg - 0.5;
+#else
+ localNormal.xy = bumpMap.wy - 0.5;
+#endif
+ localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
+ localNormal = normalize( localNormal );
+
+ float3 globalNormal;
+ globalNormal.x = dot3( localNormal, fragment.texcoord4 );
+ globalNormal.y = dot3( localNormal, fragment.texcoord5 );
+ globalNormal.z = dot3( localNormal, fragment.texcoord6 );
+ globalNormal = normalize( globalNormal );
+
+ float3 globalPosition = fragment.texcoord7.xyz;
+
+ // RB: rpGlobalLightOrigin is global view origin
+ float3 globalEye = normalize( rpGlobalLightOrigin.xyz - globalPosition );
+
+ float3 reflectionVector = globalNormal * dot3( globalEye, globalNormal );
+ reflectionVector = normalize( ( reflectionVector * 2.0f ) - globalEye );
+
+#if 1
+ // parallax box correction using portal area bounds
+ float hitScale;
+ float3 bounds[2];
+ bounds[0].x = rpWobbleSkyX.x;
+ bounds[0].y = rpWobbleSkyX.y;
+ bounds[0].z = rpWobbleSkyX.z;
+
+ bounds[1].x = rpWobbleSkyY.x;
+ bounds[1].y = rpWobbleSkyY.y;
+ bounds[1].z = rpWobbleSkyY.z;
+
+ // global fragment position
+ float3 rayStart = fragment.texcoord7.xyz;
+
+ // we can't start inside the box so move this outside and use the reverse path
+ rayStart += reflectionVector * 10000.0;
+
+ // only do a box <-> ray intersection test if we use a local cubemap
+ if( ( rpWobbleSkyX.w > 0.0 ) && AABBRayIntersection( bounds, rayStart, -reflectionVector, hitScale ) )
+ {
+ float3 hitPoint = rayStart - reflectionVector * hitScale;
+
+ // rpWobbleSkyZ is cubemap center
+ reflectionVector = hitPoint - rpWobbleSkyZ.xyz;
+ }
+#endif
+
+ half vDotN = saturate( dot3( globalEye, globalNormal ) );
+
+#if defined( USE_PBR )
+ const half metallic = specMapSRGB.g;
+ const half roughness = specMapSRGB.r;
+ const half glossiness = 1.0 - roughness;
+
+ // the vast majority of real-world materials (anything not metal or gems) have F(0°)
+ // values in a very narrow range (~0.02 - 0.08)
+
+ // approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)
+ const half3 dielectricColor = half3( 0.04 );
+
+ // derive diffuse and specular from albedo(m) base color
+ const half3 baseColor = diffuseMap;
+
+ half3 diffuseColor = baseColor * ( 1.0 - metallic );
+ half3 specularColor = lerp( dielectricColor, baseColor, metallic );
+
+#if defined( DEBUG_PBR )
+ diffuseColor = half3( 0.0, 0.0, 0.0 );
+ specularColor = half3( 0.0, 1.0, 0.0 );
+#endif
+
+ float3 kS = Fresnel_SchlickRoughness( specularColor, vDotN, roughness );
+ float3 kD = ( float3( 1.0, 1.0, 1.0 ) - kS ) * ( 1.0 - metallic );
+
+#else
+ const float roughness = EstimateLegacyRoughness( specMapSRGB.rgb );
+
+ half3 diffuseColor = diffuseMap;
+ half3 specularColor = specMap.rgb;
+
+#if defined( DEBUG_PBR )
+ diffuseColor = half3( 0.0, 0.0, 0.0 );
+ specularColor = half3( 1.0, 0.0, 0.0 );
+#endif
+
+ float3 kS = Fresnel_SchlickRoughness( specularColor, vDotN, roughness );
+
+ // NOTE: metalness is missing
+ float3 kD = ( float3( 1.0, 1.0, 1.0 ) - kS );
+
+#endif
+
+ //diffuseColor = half3( 1.0, 1.0, 1.0 );
+ //diffuseColor = half3( 0.0, 0.0, 0.0 );
+
+ // calculate the screen texcoord in the 0.0 to 1.0 range
+ //float2 screenTexCoord = vposToScreenPosTexCoord( fragment.position.xy );
+ float2 screenTexCoord = fragment.position.xy * rpWindowCoord.xy;
+
+ float ao = 1.0;
+ ao = tex2D( samp4, screenTexCoord ).r;
+ //diffuseColor.rgb *= ao;
+
+ // evaluate diffuse IBL
+
+ float2 normalizedOctCoord = octEncode( globalNormal );
+ float2 normalizedOctCoordZeroOne = ( normalizedOctCoord + float2( 1.0 ) ) * 0.5;
+
+// lightgrid atlas
+ float invXY = ( 1.0 / ( lightGridBounds[0] * lightGridBounds[1] ) );
+ float invZ = ( 1.0 / lightGridBounds[2] );
+
+ normalizedOctCoordZeroOne.x *= invXY;
+ normalizedOctCoordZeroOne.y *= invZ;
+
+ int3 gridCoord;
+ float3 frac;
+ float3 lightOrigin = globalPosition - lightGridOrigin;
+
+ for( int i = 0; i < 3; i++ )
+ {
+ float v;
+
+ v = lightOrigin[i] * ( 1.0f / lightGridSize[i] );
+ gridCoord[i] = int( floor( v ) );
+ frac[ i ] = v - gridCoord[ i ];
+
+ if( gridCoord[i] < 0 )
+ {
+ gridCoord[i] = 0;
+ }
+ else if( gridCoord[i] >= lightGridBounds[i] - 1 )
+ {
+ gridCoord[i] = lightGridBounds[i] - 1;
+ }
+ }
+
+ // trilerp the light value
+ int3 gridStep;
+
+ gridStep[0] = 1;
+ gridStep[1] = lightGridBounds[0];
+ gridStep[2] = lightGridBounds[0] * lightGridBounds[1];
+
+ float totalFactor = 0.0;
+ float3 irradiance;
+
+ /*
+ for( int i = 0; i < 8; i++ )
+ {
+ for( int j = 0; j < 3; j++ )
+ {
+ if( i & ( 1 << j ) )
+
+ results in these offsets
+ */
+ const float3 cornerOffsets[8] = float3[](
+ float3( 0.0, 0.0, 0.0 ),
+ float3( 1.0, 0.0, 0.0 ),
+ float3( 0.0, 2.0, 0.0 ),
+ float3( 1.0, 2.0, 0.0 ),
+ float3( 0.0, 0.0, 4.0 ),
+ float3( 1.0, 0.0, 4.0 ),
+ float3( 0.0, 2.0, 4.0 ),
+ float3( 1.0, 2.0, 4.0 ) );
+
+ for( int i = 0; i < 8; i++ )
+ {
+ float factor = 1.0;
+
+ int3 gridCoord2 = gridCoord;
+
+ for( int j = 0; j < 3; j++ )
+ {
+ if( cornerOffsets[ i ][ j ] > 0.0f )
+ {
+ factor *= frac[ j ];
+
+ gridCoord2[ j ] += 1;
+ }
+ else
+ {
+ factor *= ( 1.0f - frac[ j ] );
+ }
+ }
+
+ float2 atlasOffset;
+
+ atlasOffset.x = ( gridCoord2[0] * gridStep[0] + gridCoord2[1] * gridStep[1] ) * invXY;
+ atlasOffset.y = ( gridCoord2[2] * invZ );
+
+ irradiance += tex2D( samp7, normalizedOctCoordZeroOne + atlasOffset ).rgb * factor;
+
+ totalFactor += factor;
+ }
+
+ if( totalFactor > 0 && totalFactor < 0.99 )
+ {
+ totalFactor = 1.0f / totalFactor;
+
+ irradiance *= totalFactor;
+ }
+
+// lightgrid atlas
+
+
+ float3 diffuseLight = ( kD * irradiance * diffuseColor ) * ao * ( rpDiffuseModifier.xyz * 1.0 );
+
+ // evaluate specular IBL
+
+ // should be 8 = numMips - 1, 256^2 = 9 mips
+ const float MAX_REFLECTION_LOD = 10.0;
+ float mip = clamp( ( roughness * MAX_REFLECTION_LOD ), 0.0, MAX_REFLECTION_LOD );
+ //float mip = 0.0;
+
+ normalizedOctCoord = octEncode( reflectionVector );
+ normalizedOctCoordZeroOne = ( normalizedOctCoord + float2( 1.0 ) ) * 0.5;
+
+ float3 radiance = textureLod( samp8, normalizedOctCoordZeroOne, mip ).rgb;
+ //radiance = float3( 0.0 );
+
+ float2 envBRDF = texture( samp3, float2( max( vDotN, 0.0 ), roughness ) ).rg;
+
+#if 0
+ result.color.rgb = float3( envBRDF.x, envBRDF.y, 0.0 );
+ result.color.w = fragment.color.a;
+ return;
+#endif
+
+ float specAO = ComputeSpecularAO( vDotN, ao, roughness );
+ float3 specularLight = radiance * ( kS * envBRDF.x + float3( envBRDF.y ) ) * specAO * ( rpSpecularModifier.xyz * 0.5 );
+
+#if 0
+ // Marmoset Horizon Fade trick
+ const half horizonFade = 1.3;
+ half horiz = saturate( 1.0 + horizonFade * saturate( dot3( reflectionVector, globalNormal ) ) );
+ horiz *= horiz;
+ //horiz = clamp( horiz, 0.0, 1.0 );
+#endif
+
+ half3 lightColor = sRGBToLinearRGB( rpAmbientColor.rgb );
+
+ //result.color.rgb = diffuseLight;
+ //result.color.rgb = diffuseLight * lightColor;
+ //result.color.rgb = specularLight;
+ result.color.rgb = ( diffuseLight + specularLight ) * lightColor * fragment.color.rgb;
+ //result.color.rgb = localNormal.xyz * 0.5 + 0.5;
+ //result.color.rgb = float3( ao );
+ result.color.w = fragment.color.a;
+}
diff --git a/base/renderprogs/builtin/lighting/ambient_lightgrid_IBL.vs.hlsl b/base/renderprogs/builtin/lighting/ambient_lightgrid_IBL.vs.hlsl
new file mode 100644
index 00000000..35bd0b7b
--- /dev/null
+++ b/base/renderprogs/builtin/lighting/ambient_lightgrid_IBL.vs.hlsl
@@ -0,0 +1,200 @@
+/*
+===========================================================================
+
+Doom 3 BFG Edition GPL Source Code
+Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
+Copyright (C) 2013-2015 Robert Beckebans
+
+This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
+
+Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 3 of the License, or
+(at your option) any later version.
+
+Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Doom 3 BFG Edition Source Code. If not, see .
+
+In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
+
+If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
+
+===========================================================================
+*/
+
+#include "renderprogs/global.inc.hlsl"
+
+
+#if defined( USE_GPU_SKINNING )
+uniform matrices_ubo { float4 matrices[408]; };
+#endif
+
+// *INDENT-OFF*
+struct VS_IN {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0;
+ float4 normal : NORMAL;
+ float4 tangent : TANGENT;
+ float4 color : COLOR0;
+ float4 color2 : COLOR1;
+};
+
+struct VS_OUT {
+ float4 position : POSITION;
+ float4 texcoord0 : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 texcoord3 : TEXCOORD3;
+ float4 texcoord4 : TEXCOORD4;
+ float4 texcoord5 : TEXCOORD5;
+ float4 texcoord6 : TEXCOORD6;
+ float4 texcoord7 : TEXCOORD7;
+ float4 color : COLOR0;
+};
+// *INDENT-ON*
+
+void main( VS_IN vertex, out VS_OUT result )
+{
+
+ float4 vNormal = vertex.normal * 2.0 - 1.0;
+ float4 vTangent = vertex.tangent * 2.0 - 1.0;
+ float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
+
+#if defined( USE_GPU_SKINNING )
+ //--------------------------------------------------------------
+ // GPU transformation of the normal / tangent / bitangent
+ //
+ // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
+ //--------------------------------------------------------------
+ const float w0 = vertex.color2.x;
+ const float w1 = vertex.color2.y;
+ const float w2 = vertex.color2.z;
+ const float w3 = vertex.color2.w;
+
+ float4 matX, matY, matZ; // must be float4 for vec4
+ int joint = int( vertex.color.x * 255.1 * 3.0 );
+ matX = matrices[int( joint + 0 )] * w0;
+ matY = matrices[int( joint + 1 )] * w0;
+ matZ = matrices[int( joint + 2 )] * w0;
+
+ joint = int( vertex.color.y * 255.1 * 3.0 );
+ matX += matrices[int( joint + 0 )] * w1;
+ matY += matrices[int( joint + 1 )] * w1;
+ matZ += matrices[int( joint + 2 )] * w1;
+
+ joint = int( vertex.color.z * 255.1 * 3.0 );
+ matX += matrices[int( joint + 0 )] * w2;
+ matY += matrices[int( joint + 1 )] * w2;
+ matZ += matrices[int( joint + 2 )] * w2;
+
+ joint = int( vertex.color.w * 255.1 * 3.0 );
+ matX += matrices[int( joint + 0 )] * w3;
+ matY += matrices[int( joint + 1 )] * w3;
+ matZ += matrices[int( joint + 2 )] * w3;
+
+ float3 normal;
+ normal.x = dot3( matX, vNormal );
+ normal.y = dot3( matY, vNormal );
+ normal.z = dot3( matZ, vNormal );
+ normal = normalize( normal );
+
+ float3 tangent;
+ tangent.x = dot3( matX, vTangent );
+ tangent.y = dot3( matY, vTangent );
+ tangent.z = dot3( matZ, vTangent );
+ tangent = normalize( tangent );
+
+ float3 bitangent;
+ bitangent.x = dot3( matX, vBitangent );
+ bitangent.y = dot3( matY, vBitangent );
+ bitangent.z = dot3( matZ, vBitangent );
+ bitangent = normalize( bitangent );
+
+ float4 modelPosition;
+ modelPosition.x = dot4( matX, vertex.position );
+ modelPosition.y = dot4( matY, vertex.position );
+ modelPosition.z = dot4( matZ, vertex.position );
+ modelPosition.w = 1.0;
+
+#else
+ float4 modelPosition = vertex.position;
+ float3 normal = vNormal.xyz;
+ float3 tangent = vTangent.xyz;
+ float3 bitangent = vBitangent.xyz;
+#endif
+
+ result.position.x = dot4( modelPosition, rpMVPmatrixX );
+ result.position.y = dot4( modelPosition, rpMVPmatrixY );
+ result.position.z = dot4( modelPosition, rpMVPmatrixZ );
+ result.position.w = dot4( modelPosition, rpMVPmatrixW );
+
+ float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
+
+ //calculate vector to light
+ //float4 toLight = rpLocalLightOrigin;
+ float4 toLight = normalize( float4( 0.0f, 0.5f, 1.0f, 1.0f ) );
+
+ //--------------------------------------------------------------
+
+
+ //# textures 0 takes the base coordinates by the texture matrix
+ result.texcoord0 = defaultTexCoord;
+ result.texcoord0.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );
+ result.texcoord0.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );
+
+ //# textures 1 takes the base coordinates by the texture matrix
+ result.texcoord1 = defaultTexCoord;
+ result.texcoord1.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );
+ result.texcoord1.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );
+
+ //# textures 2 takes the base coordinates by the texture matrix
+ result.texcoord2 = defaultTexCoord;
+ result.texcoord2.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );
+ result.texcoord2.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );
+
+ //# calculate normalized vector to viewer in R1
+ //result.texcoord3 = modelPosition;
+
+ float4 toEye = normalize( rpLocalViewOrigin - modelPosition );
+
+ result.texcoord3.x = dot3( toEye, rpModelMatrixX );
+ result.texcoord3.y = dot3( toEye, rpModelMatrixY );
+ result.texcoord3.z = dot3( toEye, rpModelMatrixZ );
+
+ result.texcoord4.x = dot3( tangent, rpModelMatrixX );
+ result.texcoord5.x = dot3( tangent, rpModelMatrixY );
+ result.texcoord6.x = dot3( tangent, rpModelMatrixZ );
+
+ result.texcoord4.y = dot3( bitangent, rpModelMatrixX );
+ result.texcoord5.y = dot3( bitangent, rpModelMatrixY );
+ result.texcoord6.y = dot3( bitangent, rpModelMatrixZ );
+
+ result.texcoord4.z = dot3( normal, rpModelMatrixX );
+ result.texcoord5.z = dot3( normal, rpModelMatrixY );
+ result.texcoord6.z = dot3( normal, rpModelMatrixZ );
+
+ float4 worldPosition;
+ worldPosition.x = dot4( modelPosition, rpModelMatrixX );
+ worldPosition.y = dot4( modelPosition, rpModelMatrixY );
+ worldPosition.z = dot4( modelPosition, rpModelMatrixZ );
+ worldPosition.w = dot4( modelPosition, rpModelMatrixW );
+ result.texcoord7 = worldPosition;
+
+#if defined( USE_GPU_SKINNING )
+ // for joint transformation of the tangent space, we use color and
+ // color2 for weighting information, so hopefully there aren't any
+ // effects that need vertex color...
+ result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
+#else
+ //# generate the vertex color, which can be 1.0, color, or 1.0 - color
+ //# for 1.0 : env[16] = 0, env[17] = 1
+ //# for color : env[16] = 1, env[17] = 0
+ //# for 1.0-color : env[16] = -1, env[17] = 1
+ result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
+#endif
+}
\ No newline at end of file
diff --git a/neo/renderer/OpenGL/RenderDebug_GL.cpp b/neo/renderer/OpenGL/RenderDebug_GL.cpp
index f8684580..2a88cc0a 100644
--- a/neo/renderer/OpenGL/RenderDebug_GL.cpp
+++ b/neo/renderer/OpenGL/RenderDebug_GL.cpp
@@ -1972,6 +1972,8 @@ void idRenderBackend::DBG_ShowLightGrid()
gridPoint = &area->lightGrid.lightGridPoints[ gridPointIndex ];
totalFactor = 0;
+ idVec3 cornerOffsets[8];
+
for( int i = 0; i < 8; i++ )
{
float factor = 1.0;
@@ -1981,7 +1983,9 @@ void idRenderBackend::DBG_ShowLightGrid()
for( int j = 0; j < 3; j++ )
{
- if( i & ( 1 << j ) )
+ cornerOffsets[i][j] = i & ( 1 << j );
+
+ if( cornerOffsets[i][j] > 0.0f )
{
factor *= frac[j];
diff --git a/neo/renderer/RenderBackend.cpp b/neo/renderer/RenderBackend.cpp
index 96f1f59b..f4af42dc 100644
--- a/neo/renderer/RenderBackend.cpp
+++ b/neo/renderer/RenderBackend.cpp
@@ -1323,7 +1323,89 @@ void idRenderBackend::DrawSingleInteraction( drawInteraction_t* din, bool useFas
const textureUsage_t specUsage = din->specularImage->GetUsage();
// RB begin
- if( useIBL )
+ if( useIBL && viewDef->useLightGrid )
+ {
+ idVec4 probeMins, probeMaxs, probeCenter;
+
+ probeMins[0] = viewDef->globalProbeBounds[0][0];
+ probeMins[1] = viewDef->globalProbeBounds[0][1];
+ probeMins[2] = viewDef->globalProbeBounds[0][2];
+ probeMins[3] = viewDef->globalProbeBounds.IsCleared() ? 0.0f : 1.0f;
+
+ probeMaxs[0] = viewDef->globalProbeBounds[1][0];
+ probeMaxs[1] = viewDef->globalProbeBounds[1][1];
+ probeMaxs[2] = viewDef->globalProbeBounds[1][2];
+ probeMaxs[3] = 0.0f;
+
+ idVec3 center = viewDef->globalProbeBounds.GetCenter();
+ probeCenter.Set( center.x, center.y, center.z, 1.0f );
+
+ SetVertexParm( RENDERPARM_WOBBLESKY_X, probeMins.ToFloatPtr() );
+ SetVertexParm( RENDERPARM_WOBBLESKY_Y, probeMaxs.ToFloatPtr() );
+ SetVertexParm( RENDERPARM_WOBBLESKY_Z, probeCenter.ToFloatPtr() );
+
+ if( specUsage == TD_SPECULAR_PBR_RMAO || specUsage == TD_SPECULAR_PBR_RMAOD )
+ {
+ // PBR path with roughness, metal and AO
+ if( din->surf->jointCache )
+ {
+ renderProgManager.BindShader_ImageBasedLightGridSkinned_PBR();
+ }
+ else
+ {
+ renderProgManager.BindShader_ImageBasedLightGrid_PBR();
+ }
+ }
+ else
+ {
+ if( din->surf->jointCache )
+ {
+ renderProgManager.BindShader_ImageBasedLightGridSkinned();
+ }
+ else
+ {
+ renderProgManager.BindShader_ImageBasedLightGrid();
+ }
+ }
+
+ GL_SelectTexture( INTERACTION_TEXUNIT_FALLOFF );
+ globalImages->brdfLutImage->Bind();
+
+ GL_SelectTexture( INTERACTION_TEXUNIT_PROJECTION );
+#if defined( USE_VULKAN )
+ globalImages->whiteImage->Bind();
+#else
+ if( !r_useSSAO.GetBool() )
+ {
+ globalImages->whiteImage->Bind();
+ }
+ else
+ {
+ globalImages->ambientOcclusionImage[0]->Bind();
+ }
+#endif
+
+ GL_SelectTexture( INTERACTION_TEXUNIT_AMBIENT_CUBE1 );
+ if( viewDef->irradianceImage )
+ {
+ viewDef->irradianceImage->Bind();
+ }
+ else
+ {
+ globalImages->defaultUACIrradianceCube->Bind();
+ }
+
+ GL_SelectTexture( INTERACTION_TEXUNIT_SPECULAR_CUBE1 );
+ if( viewDef->radianceImage )
+ {
+ viewDef->radianceImage->Bind();
+ }
+ else
+ {
+ globalImages->defaultUACRadianceCube->Bind();
+ }
+ }
+ else if( useIBL )
{
idVec4 probeMins, probeMaxs, probeCenter;
diff --git a/neo/renderer/RenderCommon.h b/neo/renderer/RenderCommon.h
index 9e45b250..17910cbe 100644
--- a/neo/renderer/RenderCommon.h
+++ b/neo/renderer/RenderCommon.h
@@ -636,6 +636,12 @@ struct viewDef_t
idRenderMatrix inverseBaseEnvProbeProject; // the matrix for deforming the 'zeroOneCubeModel' to exactly cover the environent probe volume in world space
idImage* irradianceImage; // cubemap image used for diffuse IBL by backend
idImage* radianceImage; // cubemap image used for specular IBL by backend
+
+ // lightGrid
+ bool useLightGrid;
+ idVec3 lightGridOrigin;
+ idVec3 lightGridSize;
+ int lightGridBounds[3];
// RB end
};
diff --git a/neo/renderer/RenderProgs.cpp b/neo/renderer/RenderProgs.cpp
index cfb9c982..329df96f 100644
--- a/neo/renderer/RenderProgs.cpp
+++ b/neo/renderer/RenderProgs.cpp
@@ -109,10 +109,17 @@ void idRenderProgManager::Init()
{ BUILTIN_VERTEX_COLOR, "builtin/vertex_color", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
{ BUILTIN_AMBIENT_LIGHTING, "builtin/lighting/ambient_lighting", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
{ BUILTIN_AMBIENT_LIGHTING_SKINNED, "builtin/lighting/ambient_lighting", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
+
{ BUILTIN_AMBIENT_LIGHTING_IBL, "builtin/lighting/ambient_lighting_IBL", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
{ BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED, "builtin/lighting/ambient_lighting_IBL", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
{ BUILTIN_AMBIENT_LIGHTING_IBL_PBR, "builtin/lighting/ambient_lighting_IBL", "_PBR", BIT( USE_PBR ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
{ BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED, "builtin/lighting/ambient_lighting_IBL", "_PBR_skinned", BIT( USE_GPU_SKINNING | USE_PBR ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
+
+ { BUILTIN_AMBIENT_LIGHTGRID_IBL, "builtin/lighting/ambient_lightgrid_IBL", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
+ { BUILTIN_AMBIENT_LIGHTGRID_IBL_SKINNED, "builtin/lighting/ambient_lightgrid_IBL", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
+ { BUILTIN_AMBIENT_LIGHTGRID_IBL_PBR, "builtin/lighting/ambient_lightgrid_IBL", "_PBR", BIT( USE_PBR ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
+ { BUILTIN_AMBIENT_LIGHTGRID_IBL_PBR_SKINNED, "builtin/lighting/ambient_lightgrid_IBL", "_PBR_skinned", BIT( USE_GPU_SKINNING | USE_PBR ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
+
{ BUILTIN_SMALL_GEOMETRY_BUFFER, "builtin/gbuffer", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
{ BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED, "builtin/gbuffer", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
// RB end
@@ -279,8 +286,13 @@ void idRenderProgManager::Init()
renderProgs[builtinShaders[BUILTIN_DEBUG_LIGHTGRID_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_DEBUG_OCTAHEDRON_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_SKINNED]].usesJoints = true;
+
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED]].usesJoints = true;
+
+ renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTGRID_IBL_SKINNED]].usesJoints = true;
+ renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTGRID_IBL_PBR_SKINNED]].usesJoints = true;
+
renderProgs[builtinShaders[BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED]].usesJoints = true;
diff --git a/neo/renderer/RenderProgs.h b/neo/renderer/RenderProgs.h
index 76114f8b..59f97fed 100644
--- a/neo/renderer/RenderProgs.h
+++ b/neo/renderer/RenderProgs.h
@@ -311,6 +311,28 @@ public:
BindShader_Builtin( BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED );
}
+
+ void BindShader_ImageBasedLightGrid()
+ {
+ BindShader_Builtin( BUILTIN_AMBIENT_LIGHTGRID_IBL );
+ }
+
+ void BindShader_ImageBasedLightGridSkinned()
+ {
+ BindShader_Builtin( BUILTIN_AMBIENT_LIGHTGRID_IBL_SKINNED );
+ }
+
+ void BindShader_ImageBasedLightGrid_PBR()
+ {
+ BindShader_Builtin( BUILTIN_AMBIENT_LIGHTGRID_IBL_PBR );
+ }
+
+ void BindShader_ImageBasedLightGridSkinned_PBR()
+ {
+ BindShader_Builtin( BUILTIN_AMBIENT_LIGHTGRID_IBL_PBR_SKINNED );
+ }
+
+
void BindShader_SmallGeometryBuffer()
{
BindShader_Builtin( BUILTIN_SMALL_GEOMETRY_BUFFER );
@@ -741,10 +763,17 @@ private:
BUILTIN_VERTEX_COLOR,
BUILTIN_AMBIENT_LIGHTING,
BUILTIN_AMBIENT_LIGHTING_SKINNED,
+
BUILTIN_AMBIENT_LIGHTING_IBL,
BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED,
BUILTIN_AMBIENT_LIGHTING_IBL_PBR,
BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED,
+
+ BUILTIN_AMBIENT_LIGHTGRID_IBL,
+ BUILTIN_AMBIENT_LIGHTGRID_IBL_SKINNED,
+ BUILTIN_AMBIENT_LIGHTGRID_IBL_PBR,
+ BUILTIN_AMBIENT_LIGHTGRID_IBL_PBR_SKINNED,
+
BUILTIN_SMALL_GEOMETRY_BUFFER,
BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED,
// RB end
diff --git a/neo/renderer/RenderProgs_embedded.h b/neo/renderer/RenderProgs_embedded.h
index 2d797e87..644bdc9c 100644
--- a/neo/renderer/RenderProgs_embedded.h
+++ b/neo/renderer/RenderProgs_embedded.h
@@ -5229,6 +5229,631 @@ static const cgShaderDef_t cg_renderprogs[] =
},
+ {
+ "renderprogs/builtin/lighting/ambient_lightgrid_IBL.ps.hlsl",
+ "/*\n"
+ "===========================================================================\n"
+ "\n"
+ "Doom 3 BFG Edition GPL Source Code\n"
+ "Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.\n"
+ "Copyright (C) 2013-2021 Robert Beckebans\n"
+ "\n"
+ "This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\").\n"
+ "\n"
+ "Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
+ "it under the terms of the GNU General Public License as published by\n"
+ "the Free Software Foundation, either version 3 of the License, or\n"
+ "(at your option) any later version.\n"
+ "\n"
+ "Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
+ "but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
+ "MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
+ "GNU General Public License for more details.\n"
+ "\n"
+ "You should have received a copy of the GNU General Public License\n"
+ "along with Doom 3 BFG Edition Source Code. If not, see .\n"
+ "\n"
+ "In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
+ "\n"
+ "If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
+ "\n"
+ "===========================================================================\n"
+ "*/\n"
+ "\n"
+ "#include \"renderprogs/global.inc.hlsl\"\n"
+ "\n"
+ "#include \"renderprogs/BRDF.inc.hlsl\"\n"
+ "\n"
+ "\n"
+ "// *INDENT-OFF*\n"
+ "uniform sampler2D samp0 : register(s0); // texture 0 is the per-surface normal map\n"
+ "uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface specular or roughness/metallic/AO mixer map\n"
+ "uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map \n"
+ "uniform sampler2D samp3 : register(s3); // texture 3 is the BRDF LUT\n"
+ "uniform sampler2D samp4 : register(s4); // texture 4 is SSAO\n"
+ "\n"
+ "uniform sampler2D samp7 : register(s7); // texture 7 is the irradiance cube map\n"
+ "uniform sampler2D samp8 : register(s8); // texture 8 is the radiance cube map\n"
+ "\n"
+ "struct PS_IN \n"
+ "{\n"
+ " half4 position : VPOS;\n"
+ " half4 texcoord0 : TEXCOORD0_centroid;\n"
+ " half4 texcoord1 : TEXCOORD1_centroid;\n"
+ " half4 texcoord2 : TEXCOORD2_centroid;\n"
+ " half4 texcoord3 : TEXCOORD3_centroid;\n"
+ " half4 texcoord4 : TEXCOORD4_centroid;\n"
+ " half4 texcoord5 : TEXCOORD5_centroid;\n"
+ " half4 texcoord6 : TEXCOORD6_centroid;\n"
+ " half4 texcoord7 : TEXCOORD7_centroid;\n"
+ " half4 color : COLOR0;\n"
+ "};\n"
+ "\n"
+ "struct PS_OUT\n"
+ "{\n"
+ " half4 color : COLOR;\n"
+ "};\n"
+ "// *INDENT-ON*\n"
+ "\n"
+ "\n"
+ "float3 lightGridOrigin = float3( -192.0, -128.0, 0 );\n"
+ "float3 lightGridSize = float3( 64.0, 64.0, 128.0 );\n"
+ "int3 lightGridBounds = int3( 7, 7, 3 );\n"
+ "\n"
+ "int3 GetBaseGridCoord( float3 origin )\n"
+ "{\n"
+ " int3 pos;\n"
+ "\n"
+ " float3 lightOrigin = origin - lightGridOrigin;\n"
+ " for( int i = 0; i < 3; i++ )\n"
+ " {\n"
+ " float v;\n"
+ "\n"
+ " v = lightOrigin[i] * ( 1.0f / lightGridSize[i] );\n"
+ " pos[i] = int( floor( v ) );\n"
+ "\n"
+ " if( pos[i] < 0 )\n"
+ " {\n"
+ " pos[i] = 0;\n"
+ " }\n"
+ " else if( pos[i] >= lightGridBounds[i] - 1 )\n"
+ " {\n"
+ " pos[i] = lightGridBounds[i] - 1;\n"
+ " }\n"
+ " }\n"
+ "\n"
+ " return pos;\n"
+ "}\n"
+ "\n"
+ "\n"
+ "// RB: TODO OPTIMIZE\n"
+ "// this is a straight port of idBounds::RayIntersection\n"
+ "bool AABBRayIntersection( float3 b[2], float3 start, float3 dir, out float scale )\n"
+ "{\n"
+ " int i, ax0, ax1, ax2, side, inside;\n"
+ " float f;\n"
+ " float3 hit;\n"
+ "\n"
+ " ax0 = -1;\n"
+ " inside = 0;\n"
+ " for( i = 0; i < 3; i++ )\n"
+ " {\n"
+ " if( start[i] < b[0][i] )\n"
+ " {\n"
+ " side = 0;\n"
+ " }\n"
+ " else if( start[i] > b[1][i] )\n"
+ " {\n"
+ " side = 1;\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " inside++;\n"
+ " continue;\n"
+ " }\n"
+ " if( dir[i] == 0.0f )\n"
+ " {\n"
+ " continue;\n"
+ " }\n"
+ "\n"
+ " f = ( start[i] - b[side][i] );\n"
+ "\n"
+ " if( ax0 < 0 || abs( f ) > abs( scale * dir[i] ) )\n"
+ " {\n"
+ " scale = - ( f / dir[i] );\n"
+ " ax0 = i;\n"
+ " }\n"
+ " }\n"
+ "\n"
+ " if( ax0 < 0 )\n"
+ " {\n"
+ " scale = 0.0f;\n"
+ "\n"
+ " // return true if the start point is inside the bounds\n"
+ " return ( inside == 3 );\n"
+ " }\n"
+ "\n"
+ " ax1 = ( ax0 + 1 ) % 3;\n"
+ " ax2 = ( ax0 + 2 ) % 3;\n"
+ " hit[ax1] = start[ax1] + scale * dir[ax1];\n"
+ " hit[ax2] = start[ax2] + scale * dir[ax2];\n"
+ "\n"
+ " return ( hit[ax1] >= b[0][ax1] && hit[ax1] <= b[1][ax1] &&\n"
+ " hit[ax2] >= b[0][ax2] && hit[ax2] <= b[1][ax2] );\n"
+ "}\n"
+ "\n"
+ "void main( PS_IN fragment, out PS_OUT result )\n"
+ "{\n"
+ " half4 bumpMap = tex2D( samp0, fragment.texcoord0.xy );\n"
+ " half4 YCoCG = tex2D( samp2, fragment.texcoord1.xy );\n"
+ " half4 specMapSRGB = tex2D( samp1, fragment.texcoord2.xy );\n"
+ " half4 specMap = sRGBAToLinearRGBA( specMapSRGB );\n"
+ "\n"
+ " half3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) );\n"
+ "\n"
+ " half3 localNormal;\n"
+ "#if defined(USE_NORMAL_FMT_RGB8)\n"
+ " localNormal.xy = bumpMap.rg - 0.5;\n"
+ "#else\n"
+ " localNormal.xy = bumpMap.wy - 0.5;\n"
+ "#endif\n"
+ " localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );\n"
+ " localNormal = normalize( localNormal );\n"
+ "\n"
+ " float3 globalNormal;\n"
+ " globalNormal.x = dot3( localNormal, fragment.texcoord4 );\n"
+ " globalNormal.y = dot3( localNormal, fragment.texcoord5 );\n"
+ " globalNormal.z = dot3( localNormal, fragment.texcoord6 );\n"
+ " globalNormal = normalize( globalNormal );\n"
+ "\n"
+ " float3 globalPosition = fragment.texcoord7.xyz;\n"
+ "\n"
+ " // RB: rpGlobalLightOrigin is global view origin\n"
+ " float3 globalEye = normalize( rpGlobalLightOrigin.xyz - globalPosition );\n"
+ "\n"
+ " float3 reflectionVector = globalNormal * dot3( globalEye, globalNormal );\n"
+ " reflectionVector = normalize( ( reflectionVector * 2.0f ) - globalEye );\n"
+ "\n"
+ "#if 1\n"
+ " // parallax box correction using portal area bounds\n"
+ " float hitScale;\n"
+ " float3 bounds[2];\n"
+ " bounds[0].x = rpWobbleSkyX.x;\n"
+ " bounds[0].y = rpWobbleSkyX.y;\n"
+ " bounds[0].z = rpWobbleSkyX.z;\n"
+ "\n"
+ " bounds[1].x = rpWobbleSkyY.x;\n"
+ " bounds[1].y = rpWobbleSkyY.y;\n"
+ " bounds[1].z = rpWobbleSkyY.z;\n"
+ "\n"
+ " // global fragment position\n"
+ " float3 rayStart = fragment.texcoord7.xyz;\n"
+ "\n"
+ " // we can't start inside the box so move this outside and use the reverse path\n"
+ " rayStart += reflectionVector * 10000.0;\n"
+ "\n"
+ " // only do a box <-> ray intersection test if we use a local cubemap\n"
+ " if( ( rpWobbleSkyX.w > 0.0 ) && AABBRayIntersection( bounds, rayStart, -reflectionVector, hitScale ) )\n"
+ " {\n"
+ " float3 hitPoint = rayStart - reflectionVector * hitScale;\n"
+ "\n"
+ " // rpWobbleSkyZ is cubemap center\n"
+ " reflectionVector = hitPoint - rpWobbleSkyZ.xyz;\n"
+ " }\n"
+ "#endif\n"
+ "\n"
+ " half vDotN = saturate( dot3( globalEye, globalNormal ) );\n"
+ "\n"
+ "#if defined( USE_PBR )\n"
+ " const half metallic = specMapSRGB.g;\n"
+ " const half roughness = specMapSRGB.r;\n"
+ " const half glossiness = 1.0 - roughness;\n"
+ "\n"
+ " // the vast majority of real-world materials (anything not metal or gems) have F(0°)\n"
+ " // values in a very narrow range (~0.02 - 0.08)\n"
+ "\n"
+ " // approximate non-metals with linear RGB 0.04 which is 0.08 * 0.5 (default in UE4)\n"
+ " const half3 dielectricColor = half3( 0.04 );\n"
+ "\n"
+ " // derive diffuse and specular from albedo(m) base color\n"
+ " const half3 baseColor = diffuseMap;\n"
+ "\n"
+ " half3 diffuseColor = baseColor * ( 1.0 - metallic );\n"
+ " half3 specularColor = lerp( dielectricColor, baseColor, metallic );\n"
+ "\n"
+ "#if defined( DEBUG_PBR )\n"
+ " diffuseColor = half3( 0.0, 0.0, 0.0 );\n"
+ " specularColor = half3( 0.0, 1.0, 0.0 );\n"
+ "#endif\n"
+ "\n"
+ " float3 kS = Fresnel_SchlickRoughness( specularColor, vDotN, roughness );\n"
+ " float3 kD = ( float3( 1.0, 1.0, 1.0 ) - kS ) * ( 1.0 - metallic );\n"
+ "\n"
+ "#else\n"
+ " const float roughness = EstimateLegacyRoughness( specMapSRGB.rgb );\n"
+ "\n"
+ " half3 diffuseColor = diffuseMap;\n"
+ " half3 specularColor = specMap.rgb;\n"
+ "\n"
+ "#if defined( DEBUG_PBR )\n"
+ " diffuseColor = half3( 0.0, 0.0, 0.0 );\n"
+ " specularColor = half3( 1.0, 0.0, 0.0 );\n"
+ "#endif\n"
+ "\n"
+ " float3 kS = Fresnel_SchlickRoughness( specularColor, vDotN, roughness );\n"
+ "\n"
+ " // NOTE: metalness is missing\n"
+ " float3 kD = ( float3( 1.0, 1.0, 1.0 ) - kS );\n"
+ "\n"
+ "#endif\n"
+ "\n"
+ " //diffuseColor = half3( 1.0, 1.0, 1.0 );\n"
+ " //diffuseColor = half3( 0.0, 0.0, 0.0 );\n"
+ "\n"
+ " // calculate the screen texcoord in the 0.0 to 1.0 range\n"
+ " //float2 screenTexCoord = vposToScreenPosTexCoord( fragment.position.xy );\n"
+ " float2 screenTexCoord = fragment.position.xy * rpWindowCoord.xy;\n"
+ "\n"
+ " float ao = 1.0;\n"
+ " ao = tex2D( samp4, screenTexCoord ).r;\n"
+ " //diffuseColor.rgb *= ao;\n"
+ "\n"
+ " // evaluate diffuse IBL\n"
+ "\n"
+ " float2 normalizedOctCoord = octEncode( globalNormal );\n"
+ " float2 normalizedOctCoordZeroOne = ( normalizedOctCoord + float2( 1.0 ) ) * 0.5;\n"
+ "\n"
+ "// lightgrid atlas\n"
+ " float invXY = ( 1.0 / ( lightGridBounds[0] * lightGridBounds[1] ) );\n"
+ " float invZ = ( 1.0 / lightGridBounds[2] );\n"
+ "\n"
+ " normalizedOctCoordZeroOne.x *= invXY;\n"
+ " normalizedOctCoordZeroOne.y *= invZ;\n"
+ "\n"
+ " int3 gridCoord;\n"
+ " float3 frac;\n"
+ " float3 lightOrigin = globalPosition - lightGridOrigin;\n"
+ "\n"
+ " for( int i = 0; i < 3; i++ )\n"
+ " {\n"
+ " float v;\n"
+ "\n"
+ " v = lightOrigin[i] * ( 1.0f / lightGridSize[i] );\n"
+ " gridCoord[i] = int( floor( v ) );\n"
+ " frac[ i ] = v - gridCoord[ i ];\n"
+ "\n"
+ " if( gridCoord[i] < 0 )\n"
+ " {\n"
+ " gridCoord[i] = 0;\n"
+ " }\n"
+ " else if( gridCoord[i] >= lightGridBounds[i] - 1 )\n"
+ " {\n"
+ " gridCoord[i] = lightGridBounds[i] - 1;\n"
+ " }\n"
+ " }\n"
+ "\n"
+ " // trilerp the light value\n"
+ " int3 gridStep;\n"
+ "\n"
+ " gridStep[0] = 1;\n"
+ " gridStep[1] = lightGridBounds[0];\n"
+ " gridStep[2] = lightGridBounds[0] * lightGridBounds[1];\n"
+ "\n"
+ " float totalFactor = 0.0;\n"
+ " float3 irradiance;\n"
+ "\n"
+ " /*\n"
+ " for( int i = 0; i < 8; i++ )\n"
+ " {\n"
+ " for( int j = 0; j < 3; j++ )\n"
+ " {\n"
+ " if( i & ( 1 << j ) )\n"
+ "\n"
+ " results in these offsets\n"
+ " */\n"
+ " const float3 cornerOffsets[8] = float3[](\n"
+ " float3( 0.0, 0.0, 0.0 ),\n"
+ " float3( 1.0, 0.0, 0.0 ),\n"
+ " float3( 0.0, 2.0, 0.0 ),\n"
+ " float3( 1.0, 2.0, 0.0 ),\n"
+ " float3( 0.0, 0.0, 4.0 ),\n"
+ " float3( 1.0, 0.0, 4.0 ),\n"
+ " float3( 0.0, 2.0, 4.0 ),\n"
+ " float3( 1.0, 2.0, 4.0 ) );\n"
+ "\n"
+ " for( int i = 0; i < 8; i++ )\n"
+ " {\n"
+ " float factor = 1.0;\n"
+ "\n"
+ " int3 gridCoord2 = gridCoord;\n"
+ "\n"
+ " for( int j = 0; j < 3; j++ )\n"
+ " {\n"
+ " if( cornerOffsets[ i ][ j ] > 0.0f )\n"
+ " {\n"
+ " factor *= frac[ j ];\n"
+ "\n"
+ " gridCoord2[ j ] += 1;\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " factor *= ( 1.0f - frac[ j ] );\n"
+ " }\n"
+ " }\n"
+ "\n"
+ " float2 atlasOffset;\n"
+ "\n"
+ " atlasOffset.x = ( gridCoord2[0] * gridStep[0] + gridCoord2[1] * gridStep[1] ) * invXY;\n"
+ " atlasOffset.y = ( gridCoord2[2] * invZ );\n"
+ "\n"
+ " irradiance += tex2D( samp7, normalizedOctCoordZeroOne + atlasOffset ).rgb * factor;\n"
+ "\n"
+ " totalFactor += factor;\n"
+ " }\n"
+ "\n"
+ " if( totalFactor > 0 && totalFactor < 0.99 )\n"
+ " {\n"
+ " totalFactor = 1.0f / totalFactor;\n"
+ "\n"
+ " irradiance *= totalFactor;\n"
+ " }\n"
+ "\n"
+ "// lightgrid atlas\n"
+ "\n"
+ "\n"
+ " float3 diffuseLight = ( kD * irradiance * diffuseColor ) * ao * ( rpDiffuseModifier.xyz * 1.0 );\n"
+ "\n"
+ " // evaluate specular IBL\n"
+ "\n"
+ " // should be 8 = numMips - 1, 256^2 = 9 mips\n"
+ " const float MAX_REFLECTION_LOD = 10.0;\n"
+ " float mip = clamp( ( roughness * MAX_REFLECTION_LOD ), 0.0, MAX_REFLECTION_LOD );\n"
+ " //float mip = 0.0;\n"
+ "\n"
+ " normalizedOctCoord = octEncode( reflectionVector );\n"
+ " normalizedOctCoordZeroOne = ( normalizedOctCoord + float2( 1.0 ) ) * 0.5;\n"
+ "\n"
+ " float3 radiance = textureLod( samp8, normalizedOctCoordZeroOne, mip ).rgb;\n"
+ " //radiance = float3( 0.0 );\n"
+ "\n"
+ " float2 envBRDF = texture( samp3, float2( max( vDotN, 0.0 ), roughness ) ).rg;\n"
+ "\n"
+ "#if 0\n"
+ " result.color.rgb = float3( envBRDF.x, envBRDF.y, 0.0 );\n"
+ " result.color.w = fragment.color.a;\n"
+ " return;\n"
+ "#endif\n"
+ "\n"
+ " float specAO = ComputeSpecularAO( vDotN, ao, roughness );\n"
+ " float3 specularLight = radiance * ( kS * envBRDF.x + float3( envBRDF.y ) ) * specAO * ( rpSpecularModifier.xyz * 0.5 );\n"
+ "\n"
+ "#if 0\n"
+ " // Marmoset Horizon Fade trick\n"
+ " const half horizonFade = 1.3;\n"
+ " half horiz = saturate( 1.0 + horizonFade * saturate( dot3( reflectionVector, globalNormal ) ) );\n"
+ " horiz *= horiz;\n"
+ " //horiz = clamp( horiz, 0.0, 1.0 );\n"
+ "#endif\n"
+ "\n"
+ " half3 lightColor = sRGBToLinearRGB( rpAmbientColor.rgb );\n"
+ "\n"
+ " //result.color.rgb = diffuseLight;\n"
+ " //result.color.rgb = diffuseLight * lightColor;\n"
+ " //result.color.rgb = specularLight;\n"
+ " result.color.rgb = ( diffuseLight + specularLight ) * lightColor * fragment.color.rgb;\n"
+ " //result.color.rgb = localNormal.xyz * 0.5 + 0.5;\n"
+ " //result.color.rgb = float3( ao );\n"
+ " result.color.w = fragment.color.a;\n"
+ "}\n"
+ "\n"
+
+ },
+
+ {
+ "renderprogs/builtin/lighting/ambient_lightgrid_IBL.vs.hlsl",
+ "/*\n"
+ "===========================================================================\n"
+ "\n"
+ "Doom 3 BFG Edition GPL Source Code\n"
+ "Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.\n"
+ "Copyright (C) 2013-2015 Robert Beckebans\n"
+ "\n"
+ "This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\").\n"
+ "\n"
+ "Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
+ "it under the terms of the GNU General Public License as published by\n"
+ "the Free Software Foundation, either version 3 of the License, or\n"
+ "(at your option) any later version.\n"
+ "\n"
+ "Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
+ "but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
+ "MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
+ "GNU General Public License for more details.\n"
+ "\n"
+ "You should have received a copy of the GNU General Public License\n"
+ "along with Doom 3 BFG Edition Source Code. If not, see .\n"
+ "\n"
+ "In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
+ "\n"
+ "If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
+ "\n"
+ "===========================================================================\n"
+ "*/\n"
+ "\n"
+ "#include \"renderprogs/global.inc.hlsl\"\n"
+ "\n"
+ "\n"
+ "#if defined( USE_GPU_SKINNING )\n"
+ "uniform matrices_ubo { float4 matrices[408]; };\n"
+ "#endif\n"
+ "\n"
+ "// *INDENT-OFF*\n"
+ "struct VS_IN {\n"
+ " float4 position : POSITION;\n"
+ " float2 texcoord : TEXCOORD0;\n"
+ " float4 normal : NORMAL;\n"
+ " float4 tangent : TANGENT;\n"
+ " float4 color : COLOR0;\n"
+ " float4 color2 : COLOR1;\n"
+ "};\n"
+ "\n"
+ "struct VS_OUT {\n"
+ " float4 position : POSITION;\n"
+ " float4 texcoord0 : TEXCOORD0;\n"
+ " float4 texcoord1 : TEXCOORD1;\n"
+ " float4 texcoord2 : TEXCOORD2;\n"
+ " float4 texcoord3 : TEXCOORD3;\n"
+ " float4 texcoord4 : TEXCOORD4;\n"
+ " float4 texcoord5 : TEXCOORD5;\n"
+ " float4 texcoord6 : TEXCOORD6;\n"
+ " float4 texcoord7 : TEXCOORD7;\n"
+ " float4 color : COLOR0;\n"
+ "};\n"
+ "// *INDENT-ON*\n"
+ "\n"
+ "void main( VS_IN vertex, out VS_OUT result )\n"
+ "{\n"
+ "\n"
+ " float4 vNormal = vertex.normal * 2.0 - 1.0;\n"
+ " float4 vTangent = vertex.tangent * 2.0 - 1.0;\n"
+ " float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;\n"
+ "\n"
+ "#if defined( USE_GPU_SKINNING )\n"
+ " //--------------------------------------------------------------\n"
+ " // GPU transformation of the normal / tangent / bitangent\n"
+ " //\n"
+ " // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
+ " //--------------------------------------------------------------\n"
+ " const float w0 = vertex.color2.x;\n"
+ " const float w1 = vertex.color2.y;\n"
+ " const float w2 = vertex.color2.z;\n"
+ " const float w3 = vertex.color2.w;\n"
+ "\n"
+ " float4 matX, matY, matZ; // must be float4 for vec4\n"
+ " int joint = int( vertex.color.x * 255.1 * 3.0 );\n"
+ " matX = matrices[int( joint + 0 )] * w0;\n"
+ " matY = matrices[int( joint + 1 )] * w0;\n"
+ " matZ = matrices[int( joint + 2 )] * w0;\n"
+ "\n"
+ " joint = int( vertex.color.y * 255.1 * 3.0 );\n"
+ " matX += matrices[int( joint + 0 )] * w1;\n"
+ " matY += matrices[int( joint + 1 )] * w1;\n"
+ " matZ += matrices[int( joint + 2 )] * w1;\n"
+ "\n"
+ " joint = int( vertex.color.z * 255.1 * 3.0 );\n"
+ " matX += matrices[int( joint + 0 )] * w2;\n"
+ " matY += matrices[int( joint + 1 )] * w2;\n"
+ " matZ += matrices[int( joint + 2 )] * w2;\n"
+ "\n"
+ " joint = int( vertex.color.w * 255.1 * 3.0 );\n"
+ " matX += matrices[int( joint + 0 )] * w3;\n"
+ " matY += matrices[int( joint + 1 )] * w3;\n"
+ " matZ += matrices[int( joint + 2 )] * w3;\n"
+ "\n"
+ " float3 normal;\n"
+ " normal.x = dot3( matX, vNormal );\n"
+ " normal.y = dot3( matY, vNormal );\n"
+ " normal.z = dot3( matZ, vNormal );\n"
+ " normal = normalize( normal );\n"
+ "\n"
+ " float3 tangent;\n"
+ " tangent.x = dot3( matX, vTangent );\n"
+ " tangent.y = dot3( matY, vTangent );\n"
+ " tangent.z = dot3( matZ, vTangent );\n"
+ " tangent = normalize( tangent );\n"
+ "\n"
+ " float3 bitangent;\n"
+ " bitangent.x = dot3( matX, vBitangent );\n"
+ " bitangent.y = dot3( matY, vBitangent );\n"
+ " bitangent.z = dot3( matZ, vBitangent );\n"
+ " bitangent = normalize( bitangent );\n"
+ "\n"
+ " float4 modelPosition;\n"
+ " modelPosition.x = dot4( matX, vertex.position );\n"
+ " modelPosition.y = dot4( matY, vertex.position );\n"
+ " modelPosition.z = dot4( matZ, vertex.position );\n"
+ " modelPosition.w = 1.0;\n"
+ "\n"
+ "#else\n"
+ " float4 modelPosition = vertex.position;\n"
+ " float3 normal = vNormal.xyz;\n"
+ " float3 tangent = vTangent.xyz;\n"
+ " float3 bitangent = vBitangent.xyz;\n"
+ "#endif\n"
+ "\n"
+ " result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
+ " result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
+ " result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
+ " result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
+ "\n"
+ " float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );\n"
+ "\n"
+ " //calculate vector to light\n"
+ " //float4 toLight = rpLocalLightOrigin;\n"
+ " float4 toLight = normalize( float4( 0.0f, 0.5f, 1.0f, 1.0f ) );\n"
+ "\n"
+ " //--------------------------------------------------------------\n"
+ "\n"
+ "\n"
+ " //# textures 0 takes the base coordinates by the texture matrix\n"
+ " result.texcoord0 = defaultTexCoord;\n"
+ " result.texcoord0.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );\n"
+ " result.texcoord0.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );\n"
+ "\n"
+ " //# textures 1 takes the base coordinates by the texture matrix\n"
+ " result.texcoord1 = defaultTexCoord;\n"
+ " result.texcoord1.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );\n"
+ " result.texcoord1.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );\n"
+ "\n"
+ " //# textures 2 takes the base coordinates by the texture matrix\n"
+ " result.texcoord2 = defaultTexCoord;\n"
+ " result.texcoord2.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );\n"
+ " result.texcoord2.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );\n"
+ "\n"
+ " //# calculate normalized vector to viewer in R1\n"
+ " //result.texcoord3 = modelPosition;\n"
+ "\n"
+ " float4 toEye = normalize( rpLocalViewOrigin - modelPosition );\n"
+ "\n"
+ " result.texcoord3.x = dot3( toEye, rpModelMatrixX );\n"
+ " result.texcoord3.y = dot3( toEye, rpModelMatrixY );\n"
+ " result.texcoord3.z = dot3( toEye, rpModelMatrixZ );\n"
+ "\n"
+ " result.texcoord4.x = dot3( tangent, rpModelMatrixX );\n"
+ " result.texcoord5.x = dot3( tangent, rpModelMatrixY );\n"
+ " result.texcoord6.x = dot3( tangent, rpModelMatrixZ );\n"
+ "\n"
+ " result.texcoord4.y = dot3( bitangent, rpModelMatrixX );\n"
+ " result.texcoord5.y = dot3( bitangent, rpModelMatrixY );\n"
+ " result.texcoord6.y = dot3( bitangent, rpModelMatrixZ );\n"
+ "\n"
+ " result.texcoord4.z = dot3( normal, rpModelMatrixX );\n"
+ " result.texcoord5.z = dot3( normal, rpModelMatrixY );\n"
+ " result.texcoord6.z = dot3( normal, rpModelMatrixZ );\n"
+ "\n"
+ " float4 worldPosition;\n"
+ " worldPosition.x = dot4( modelPosition, rpModelMatrixX );\n"
+ " worldPosition.y = dot4( modelPosition, rpModelMatrixY );\n"
+ " worldPosition.z = dot4( modelPosition, rpModelMatrixZ );\n"
+ " worldPosition.w = dot4( modelPosition, rpModelMatrixW );\n"
+ " result.texcoord7 = worldPosition;\n"
+ "\n"
+ "#if defined( USE_GPU_SKINNING )\n"
+ " // for joint transformation of the tangent space, we use color and\n"
+ " // color2 for weighting information, so hopefully there aren't any\n"
+ " // effects that need vertex color...\n"
+ " result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );\n"
+ "#else\n"
+ " //# generate the vertex color, which can be 1.0, color, or 1.0 - color\n"
+ " //# for 1.0 : env[16] = 0, env[17] = 1\n"
+ " //# for color : env[16] = 1, env[17] = 0\n"
+ " //# for 1.0-color : env[16] = -1, env[17] = 1\n"
+ " result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
+ "#endif\n"
+ "}\n"
+
+ },
+
{
"renderprogs/builtin/lighting/interaction.ps.hlsl",
"/*\n"
diff --git a/neo/renderer/tr_frontend_main.cpp b/neo/renderer/tr_frontend_main.cpp
index e9199c01..5adfb5f3 100644
--- a/neo/renderer/tr_frontend_main.cpp
+++ b/neo/renderer/tr_frontend_main.cpp
@@ -549,6 +549,22 @@ void R_RenderView( viewDef_t* parms )
tr.viewDef->irradianceImage = globalImages->defaultUACIrradianceCube;
tr.viewDef->radianceImage = globalImages->defaultUACRadianceCube;
+ bool useLightGrid = tr.viewDef->useLightGrid = false;
+
+ portalArea_t* area = &tr.primaryWorld->portalAreas[tr.viewDef->areaNum];
+ if( area->lightGrid.irradianceImage && !area->lightGrid.irradianceImage->IsDefaulted() )
+ {
+ tr.viewDef->irradianceImage = area->lightGrid.irradianceImage;
+ tr.viewDef->useLightGrid = useLightGrid = true;
+
+ for( int i = 0; i < 3; i++ )
+ {
+ tr.viewDef->lightGridOrigin[i] = area->lightGrid.lightGridOrigin[i];
+ tr.viewDef->lightGridSize[i] = area->lightGrid.lightGridSize[i];
+ tr.viewDef->lightGridBounds[i] = area->lightGrid.lightGridBounds[i];
+ }
+ }
+
for( viewEnvprobe_t* vProbe = tr.viewDef->viewEnvprobes; vProbe != NULL; vProbe = vProbe->next )
{
float dist = ( tr.viewDef->renderView.vieworg - vProbe->globalOrigin ).Length();
@@ -557,7 +573,11 @@ void R_RenderView( viewDef_t* parms )
if( vProbe->irradianceImage->IsLoaded() && !vProbe->irradianceImage->IsDefaulted() )
{
tr.viewDef->globalProbeBounds = vProbe->globalProbeBounds;
- tr.viewDef->irradianceImage = vProbe->irradianceImage;
+
+ if( !useLightGrid )
+ {
+ tr.viewDef->irradianceImage = vProbe->irradianceImage;
+ }
tr.viewDef->radianceImage = vProbe->radianceImage;
bestDist = dist;