diff --git a/WickedEngine/WickedEngine_SHADERS.vcxproj b/WickedEngine/WickedEngine_SHADERS.vcxproj
index 2ad5f4970..f49cdc3fc 100644
--- a/WickedEngine/WickedEngine_SHADERS.vcxproj
+++ b/WickedEngine/WickedEngine_SHADERS.vcxproj
@@ -168,6 +168,14 @@
Compute
5.0
+
+ Compute
+ 5.0
+
+
+ Compute
+ 5.0
+
Compute
5.0
diff --git a/WickedEngine/WickedEngine_SHADERS.vcxproj.filters b/WickedEngine/WickedEngine_SHADERS.vcxproj.filters
index 9f00e21c6..fb11d897d 100644
--- a/WickedEngine/WickedEngine_SHADERS.vcxproj.filters
+++ b/WickedEngine/WickedEngine_SHADERS.vcxproj.filters
@@ -828,6 +828,12 @@
CS
+
+ CS
+
+
+ CS
+
diff --git a/WickedEngine/envMapGS.hlsl b/WickedEngine/envMapGS.hlsl
index 76380b221..b689dea41 100644
--- a/WickedEngine/envMapGS.hlsl
+++ b/WickedEngine/envMapGS.hlsl
@@ -14,6 +14,7 @@ void main(triangle VSOut_EnvmapRendering input[3], inout TriangleStream tex, in float2 uv)
+{
+ float2 texSize;
+ tex.GetDimensions(texSize.x, texSize.y);
+
+ // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
+ // down the sample location to get the exact center of our "starting" texel. The starting texel will be at
+ // location [1, 1] in the grid, where [0, 0] is the top left corner.
+ float2 samplePos = uv * texSize;
+ float2 texPos1 = floor(samplePos - 0.5f) + 0.5f;
+
+ // Compute the fractional offset from our starting texel to our original sample location, which we'll
+ // feed into the Catmull-Rom spline function to get our filter weights.
+ float2 f = samplePos - texPos1;
+
+ // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
+ // These equations are pre-expanded based on our knowledge of where the texels will be located,
+ // which lets us avoid having to evaluate a piece-wise function.
+ float2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f));
+ float2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f);
+ float2 w2 = f * (0.5f + f * (2.0f - 1.5f * f));
+ float2 w3 = f * f * (-0.5f + 0.5f * f);
+
+ // Work out weighting factors and sampling offsets that will let us use bilinear filtering to
+ // simultaneously evaluate the middle 2 samples from the 4x4 grid.
+ float2 w12 = w1 + w2;
+ float2 offset12 = w2 / (w1 + w2);
+
+ // Compute the final UV coordinates we'll use for sampling the texture
+ float2 texPos0 = texPos1 - 1;
+ float2 texPos3 = texPos1 + 2;
+ float2 texPos12 = texPos1 + offset12;
+
+ texPos0 /= texSize;
+ texPos3 /= texSize;
+ texPos12 /= texSize;
+
+ float4 result = 0.0f;
+ result += tex.SampleLevel(sampler_linear_clamp, float2(texPos0.x, texPos0.y), 0.0f) * w0.x * w0.y;
+ result += tex.SampleLevel(sampler_linear_clamp, float2(texPos12.x, texPos0.y), 0.0f) * w12.x * w0.y;
+ result += tex.SampleLevel(sampler_linear_clamp, float2(texPos3.x, texPos0.y), 0.0f) * w3.x * w0.y;
+
+ result += tex.SampleLevel(sampler_linear_clamp, float2(texPos0.x, texPos12.y), 0.0f) * w0.x * w12.y;
+ result += tex.SampleLevel(sampler_linear_clamp, float2(texPos12.x, texPos12.y), 0.0f) * w12.x * w12.y;
+ result += tex.SampleLevel(sampler_linear_clamp, float2(texPos3.x, texPos12.y), 0.0f) * w3.x * w12.y;
+
+ result += tex.SampleLevel(sampler_linear_clamp, float2(texPos0.x, texPos3.y), 0.0f) * w0.x * w3.y;
+ result += tex.SampleLevel(sampler_linear_clamp, float2(texPos12.x, texPos3.y), 0.0f) * w12.x * w3.y;
+ result += tex.SampleLevel(sampler_linear_clamp, float2(texPos3.x, texPos3.y), 0.0f) * w3.x * w3.y;
+
+ return result;
+}
+
#endif // _SHADER_GLOBALS_
\ No newline at end of file
diff --git a/WickedEngine/objectHF.hlsli b/WickedEngine/objectHF.hlsli
index 220faaba5..8e2377762 100644
--- a/WickedEngine/objectHF.hlsli
+++ b/WickedEngine/objectHF.hlsli
@@ -15,6 +15,8 @@
#endif
+#define LIGHTMAP_QUALITY_BICUBIC
+
#include "globals.hlsli"
#include "objectInputLayoutHF.hlsli"
@@ -599,11 +601,13 @@ GBUFFEROutputType_Thin main(PIXELINPUT input)
#ifndef SIMPLE_INPUT
-#ifndef ENVMAPRENDERING
+#ifdef LIGHTMAP_QUALITY_BICUBIC
+ float4 lightmap = SampleTextureCatmullRom(texture_globallightmap, input.atl);
+#else
float4 lightmap = texture_globallightmap.SampleLevel(sampler_linear_clamp, input.atl, 0);
+#endif // LIGHTMAP_QUALITY_BICUBIC
diffuse += lightmap.rgb;
ao *= saturate(1 - lightmap.a);
-#endif // ENVMAPRENDERING
#endif // SIMPLE_INPUT
diff --git a/WickedEngine/wiEnums.h b/WickedEngine/wiEnums.h
index c9c3dfe05..2a0efc115 100644
--- a/WickedEngine/wiEnums.h
+++ b/WickedEngine/wiEnums.h
@@ -272,6 +272,8 @@ enum CSTYPES
CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_SIMPLEFILTER,
CSTYPE_GENERATEMIPCHAIN2D_UNORM4_GAUSSIAN,
CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_GAUSSIAN,
+ CSTYPE_GENERATEMIPCHAIN2D_UNORM4_BICUBIC,
+ CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_BICUBIC,
CSTYPE_GENERATEMIPCHAIN3D_UNORM4_SIMPLEFILTER,
CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_SIMPLEFILTER,
CSTYPE_GENERATEMIPCHAIN3D_UNORM4_GAUSSIAN,
diff --git a/WickedEngine/wiRenderer.cpp b/WickedEngine/wiRenderer.cpp
index de6855b2f..3ce59d3f7 100644
--- a/WickedEngine/wiRenderer.cpp
+++ b/WickedEngine/wiRenderer.cpp
@@ -666,10 +666,8 @@ VLTYPES GetVLTYPE(SHADERTYPE shaderType, bool tessellation, bool alphatest, bool
case SHADERTYPE_DEFERRED:
case SHADERTYPE_FORWARD:
case SHADERTYPE_TILEDFORWARD:
- realVL = VLTYPE_OBJECT_ALL;
- break;
case SHADERTYPE_ENVMAPCAPTURE:
- realVL = VLTYPE_OBJECT_POS_TEX;
+ realVL = VLTYPE_OBJECT_ALL;
break;
case SHADERTYPE_DEPTHONLY:
if (tessellation)
@@ -1328,10 +1326,12 @@ void RenderMeshes(const RenderQueue& renderQueue, SHADERTYPE shaderType, UINT re
};
const bool advancedVBRequest =
- !IsWireRender() &&
- (shaderType == SHADERTYPE_FORWARD ||
+ !IsWireRender() && (
+ shaderType == SHADERTYPE_FORWARD ||
shaderType == SHADERTYPE_DEFERRED ||
- shaderType == SHADERTYPE_TILEDFORWARD);
+ shaderType == SHADERTYPE_TILEDFORWARD ||
+ shaderType == SHADERTYPE_ENVMAPCAPTURE
+ );
const bool easyTextureBind =
shaderType == SHADERTYPE_TEXTURE ||
@@ -1978,6 +1978,8 @@ void LoadShaders()
computeShaders[CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_SIMPLEFILTER] = static_cast(wiResourceManager::GetShaderManager().add(SHADERPATH + "generateMIPChain2D_float4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN2D_UNORM4_GAUSSIAN] = static_cast(wiResourceManager::GetShaderManager().add(SHADERPATH + "generateMIPChain2D_unorm4_GaussianCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_GAUSSIAN] = static_cast(wiResourceManager::GetShaderManager().add(SHADERPATH + "generateMIPChain2D_float4_GaussianCS.cso", wiResourceManager::COMPUTESHADER));
+ computeShaders[CSTYPE_GENERATEMIPCHAIN2D_UNORM4_BICUBIC] = static_cast(wiResourceManager::GetShaderManager().add(SHADERPATH + "generateMIPChain2D_unorm4_BicubicCS.cso", wiResourceManager::COMPUTESHADER));
+ computeShaders[CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_BICUBIC] = static_cast(wiResourceManager::GetShaderManager().add(SHADERPATH + "generateMIPChain2D_float4_BicubicCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN3D_UNORM4_SIMPLEFILTER] = static_cast(wiResourceManager::GetShaderManager().add(SHADERPATH + "generateMIPChain3D_unorm4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_SIMPLEFILTER] = static_cast(wiResourceManager::GetShaderManager().add(SHADERPATH + "generateMIPChain3D_float4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN3D_UNORM4_GAUSSIAN] = static_cast(wiResourceManager::GetShaderManager().add(SHADERPATH + "generateMIPChain3D_unorm4_GaussianCS.cso", wiResourceManager::COMPUTESHADER));
@@ -6629,7 +6631,7 @@ void GenerateMipChain(Texture2D* texture, MIPGENFILTER filter, GRAPHICSTHREAD th
GetDevice()->BindSampler(CS, customsamplers[SSTYPE_MAXIMUM_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
default:
- assert(0);
+ assert(0); // not implemented
break;
}
@@ -6682,6 +6684,10 @@ void GenerateMipChain(Texture2D* texture, MIPGENFILTER filter, GRAPHICSTHREAD th
GetDevice()->EventBegin("GenerateMipChain 2D - GaussianFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_GAUSSIAN : CSTYPE_GENERATEMIPCHAIN2D_UNORM4_GAUSSIAN], threadID);
break;
+ case MIPGENFILTER_BICUBIC:
+ GetDevice()->EventBegin("GenerateMipChain 2D - BicubicFilter", threadID);
+ GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_BICUBIC : CSTYPE_GENERATEMIPCHAIN2D_UNORM4_BICUBIC], threadID);
+ break;
default:
assert(0);
break;
@@ -6760,6 +6766,9 @@ void GenerateMipChain(Texture3D* texture, MIPGENFILTER filter, GRAPHICSTHREAD th
GetDevice()->EventBegin("GenerateMipChain 3D - GaussianFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_GAUSSIAN : CSTYPE_GENERATEMIPCHAIN3D_UNORM4_GAUSSIAN], threadID);
break;
+ default:
+ assert(0); // not implemented
+ break;
}
for (UINT i = 0; i < desc.MipLevels - 1; ++i)
diff --git a/WickedEngine/wiRenderer.h b/WickedEngine/wiRenderer.h
index c5dbd9924..302bf8fcd 100644
--- a/WickedEngine/wiRenderer.h
+++ b/WickedEngine/wiRenderer.h
@@ -151,6 +151,7 @@ namespace wiRenderer
MIPGENFILTER_LINEAR,
MIPGENFILTER_LINEAR_MAXIMUM,
MIPGENFILTER_GAUSSIAN,
+ MIPGENFILTER_BICUBIC,
};
void GenerateMipChain(wiGraphicsTypes::Texture1D* texture, MIPGENFILTER filter, GRAPHICSTHREAD threadID, int arrayIndex = -1);
void GenerateMipChain(wiGraphicsTypes::Texture2D* texture, MIPGENFILTER filter, GRAPHICSTHREAD threadID, int arrayIndex = -1);
diff --git a/WickedEngine/wiVersion.cpp b/WickedEngine/wiVersion.cpp
index 75bf009e0..8a6404696 100644
--- a/WickedEngine/wiVersion.cpp
+++ b/WickedEngine/wiVersion.cpp
@@ -9,7 +9,7 @@ namespace wiVersion
// minor features, major updates
const int minor = 24;
// minor bug fixes, alterations, refactors, updates
- const int revision = 8;
+ const int revision = 9;
long GetVersion()