Specular reflections now sample from the texture color.

This commit is contained in:
Justin Marshall
2026-05-21 19:50:23 -07:00
parent 345e6bfc81
commit 7b60a99f96
7 changed files with 44 additions and 22 deletions
+3 -1
View File
@@ -5037,6 +5037,7 @@ float3 EstimateRayTracedSpecularReflection(
float3 reflectedRadiance = 0.0;
float distanceFade = 1.0;
float3 reflectedSurfaceAverageColor = 1.0;
if (!hit)
{
@@ -5049,6 +5050,7 @@ float3 EstimateRayTracedSpecularReflection(
{
distanceFade = ComputeSpecularReflectionDistanceFade(hitT, reflectionMaxT);
float3 rayHitPos = reflectionOrigin + R * hitT;
reflectedSurfaceAverageColor = GetMeshAverageColor(meshIndex);
uint2 hitPixel = pixel;
float3 hitPos = rayHitPos;
@@ -5094,8 +5096,8 @@ float3 EstimateRayTracedSpecularReflection(
}
}
reflectedRadiance *= reflectedSurfaceAverageColor;
reflectedRadiance = CompressEmissiveRadiance(reflectedRadiance, hasSpecularMap ? 5.0 : 3.5);
reflectedRadiance *= hit ? GetMeshAverageColor(meshIndex) : 1.0;
float cavityFade = lerp(0.42, 1.0, saturate(cavity));
float reflectionStrength = hasSpecularMap
+16 -15
View File
@@ -2184,15 +2184,7 @@ static inline bool QD3D12_CurrentDrawUsesAlphaBlend()
static inline uint32_t QD3D12_CurrentEffectiveRayMaterialFlags()
{
uint32_t flags = QD3D12_CurrentRayMaterialFlags();
// Alpha-blended fixed-function surfaces are visually transparent. Mirror that
// into the DXR material bits automatically so callers do not also have to tag
// the same draw as glass just to make shadow/GI rays continue through it.
if (QD3D12_CurrentDrawUsesAlphaBlend())
flags |= GL_RAYTRACING_MATERIAL_FLAG_GLASS;
return QD3D12_ClampRayMaterialFlags(flags);
return QD3D12_CurrentRayMaterialFlags();
}
static inline float QD3D12_CurrentEffectiveGeometryFlag()
@@ -2203,6 +2195,12 @@ static inline float QD3D12_CurrentEffectiveGeometryFlag()
return (float)bits;
}
static inline bool QD3D12_GeometryFlagHasGlass(float geometryFlag)
{
const uint32_t bits = (uint32_t)max(0.0f, floorf(geometryFlag + 0.5f));
return (bits & QD3D12_GEOMETRY_FLAG_GLASS_BIT) != 0u;
}
static inline float QD3D12_CurrentEffectiveMaterialType()
{
if (QD3D12_RayMaterialFlagsHaveGlass(QD3D12_CurrentEffectiveRayMaterialFlags()) &&
@@ -9401,15 +9399,17 @@ static D3D12_GRAPHICS_PIPELINE_STATE_DESC BuildPSODesc(
d.RasterizerState.MultisampleEnable = (d.SampleDesc.Count > 1) ? TRUE : FALSE;
const bool alphaBlended = QD3D12_PipelineUsesAlphaBlend(mode);
const bool glassGBuffer = alphaBlended && QD3D12_GeometryFlagHasGlass(key.geometryFlag);
d.BlendState.RenderTarget[0].RenderTargetWriteMask = key.colorWriteMask;
if (!nativeColorOnly)
{
d.BlendState.RenderTarget[1].RenderTargetWriteMask = (key.colorWriteMask && !alphaBlended) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
d.BlendState.RenderTarget[2].RenderTargetWriteMask = (key.colorWriteMask && !alphaBlended) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
d.BlendState.RenderTarget[3].RenderTargetWriteMask = (key.colorWriteMask && !alphaBlended) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
d.BlendState.RenderTarget[4].RenderTargetWriteMask = (key.colorWriteMask && !alphaBlended) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
d.BlendState.RenderTarget[5].RenderTargetWriteMask = (key.colorWriteMask && !alphaBlended) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
const UINT8 gbufferWriteMask = (key.colorWriteMask && (!alphaBlended || glassGBuffer)) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
d.BlendState.RenderTarget[1].RenderTargetWriteMask = gbufferWriteMask;
d.BlendState.RenderTarget[2].RenderTargetWriteMask = gbufferWriteMask;
d.BlendState.RenderTarget[3].RenderTargetWriteMask = gbufferWriteMask;
d.BlendState.RenderTarget[4].RenderTargetWriteMask = gbufferWriteMask;
d.BlendState.RenderTarget[5].RenderTargetWriteMask = gbufferWriteMask;
}
d.BlendState.AlphaToCoverageEnable = FALSE;
@@ -9714,6 +9714,7 @@ static D3D12_GRAPHICS_PIPELINE_STATE_DESC BuildARBPSODesc(
d.RasterizerState.MultisampleEnable = (d.SampleDesc.Count > 1) ? TRUE : FALSE;
const bool alphaBlended = QD3D12_PipelineUsesAlphaBlend(key.pipeline);
const bool glassGBuffer = alphaBlended && QD3D12_GeometryFlagHasGlass(key.geometryFlag);
d.BlendState.AlphaToCoverageEnable = FALSE;
d.BlendState.IndependentBlendEnable = nativeColorOnly ? FALSE : TRUE;
@@ -9730,7 +9731,7 @@ static D3D12_GRAPHICS_PIPELINE_STATE_DESC BuildARBPSODesc(
rt.DestBlendAlpha = D3D12_BLEND_ZERO;
rt.BlendOpAlpha = D3D12_BLEND_OP_ADD;
rt.LogicOp = D3D12_LOGIC_OP_NOOP;
rt.RenderTargetWriteMask = (i == 0) ? key.colorWriteMask : 0;
rt.RenderTargetWriteMask = (i == 0) ? key.colorWriteMask : ((!nativeColorOnly && glassGBuffer) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0);
}
if (alphaBlended)
+3 -2
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@@ -1569,8 +1569,9 @@ void APIENTRY glGetQueryObjectiv(GLuint id, GLenum pname, GLint* params);
enum GeometryFlag_t
{
GEOMETRY_FLAG_NONE = 0,
GEOMETRY_FLAG_SKELETAL,
GEOMETRY_FLAG_UNLIT
GEOMETRY_FLAG_SKELETAL = 1,
GEOMETRY_FLAG_UNLIT = 2,
GEOMETRY_FLAG_GLASS = 4
};
void APIENTRY glGeometryFlagf(GLfloat flag);