Lighting is broken again

This commit is contained in:
Dynamitos
2024-02-20 21:07:17 +01:00
parent 97d96a6bc1
commit 2480529dbc
11 changed files with 52 additions and 53 deletions
-3
View File
@@ -26,9 +26,6 @@ void computeFrustums(ComputeShaderInput in)
topLeft + (in.dispatchThreadID.x + 1) * xStep + (in.dispatchThreadID.y + 1) * yStep
};
Frustum frustum;
frustum.basePlane.n = float3(0, 0, -1);
frustum.basePlane.d = 0;
frustum.sides[0] = computePlane(origin, corners[0], corners[2]);
frustum.sides[1] = computePlane(origin, corners[3], corners[1]);
frustum.sides[2] = computePlane(origin, corners[1], corners[0]);
+3 -3
View File
@@ -98,12 +98,12 @@ void cullLights(ComputeShaderInput in)
for ( uint i = in.groupIndex; i < pLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
{
PointLight light = pLightEnv.pointLights[i];
light.updatePosition();
float3 lightClip = light.getClipPosition();
//TODO: why doesn't this check go through?
if(light.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
if(light.insideFrustum(groupFrustum, lightClip, nearClipVS, maxDepthVS))
{
tAppendLight(i);
if(!light.insidePlane(minPlane))
if(!light.insidePlane(minPlane, lightClip))
{
oAppendLight(i);
}
-3
View File
@@ -39,9 +39,6 @@ void taskMain(
// Bottom
viewFrustum.sides[3].n = float3(0, 1, 0);
viewFrustum.sides[3].d = -1;
// Base
viewFrustum.basePlane.n = float3(0, 0, -1);
viewFrustum.basePlane.d = 0;
}
GroupMemoryBarrierWithGroupSync();
MeshData mesh = pScene.meshData[groupID];
+6 -2
View File
@@ -19,9 +19,13 @@ struct AABB
corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f));
for(int i = 0; i < 8; ++i)
{
if(frustum.pointInside(corners[i].xyz / corners[i].w))
float3 adjusted = corners[i].xyz / corners[i].w;
if(adjusted.z > 0)
{
return true;
if(frustum.pointInside(adjusted))
{
return true;
}
}
}
return false;
-5
View File
@@ -36,13 +36,8 @@ struct Plane
struct Frustum
{
Plane sides[4];
Plane basePlane;
bool pointInside(float3 point)
{
if (!basePlane.pointInside(point))
{
return false;
}
for(int p = 0; p < 4; ++p)
{
if(!sides[p].pointInside(point))
+13 -15
View File
@@ -23,7 +23,6 @@ struct PointLight : ILightEnv
{
float4 position_WS;
float4 colorRange;
float4 position_CS;
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
{
@@ -33,33 +32,32 @@ struct PointLight : ILightEnv
float illuminance = max(1 - d / colorRange.w, 0);
return illuminance * brdf.evaluate(params.tbn, params.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
}
void updatePosition()
float3 getClipPosition()
{
position_CS = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, position_WS));
float4 position_CS = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, position_WS));
return position_CS.xyz / position_CS.w;
}
bool insidePlane(Plane plane)
bool insidePlane(Plane plane, float3 position_CS)
{
float3 edge_CS = position_CS + plane.n * colorRange.w;
return plane.pointInside(edge_CS);
return dot(plane.n, position_CS) - plane.d < -colorRange.w;
}
bool insideFrustum(Frustum frustum, float nearClipVS, float maxDepthVS)
bool insideFrustum(Frustum frustum, float3 position_CS, float minDepth, float maxDepth)
{
float3 center_CS = clipPos.xyz / clipPos.w;
if(insidePlane(frustum.basePlane, center_CS))
bool result = true;
if(position_CS.z - colorRange.w > minDepth || position_CS.z + colorRange.w < maxDepth)
{
return true;
result = false;
}
uint result = 0;
for(int i = 0; i < 4; ++i)
for(int i = 0; i < 4 && result; ++i)
{
if(insidePlane(frustum.sides[i], center_CS))
if(insidePlane(frustum.sides[i], position_CS))
{
result++;
result = false;
}
}
return result > 0;
return result;
}
};
+3 -3
View File
@@ -59,9 +59,9 @@ struct VertexAttributes
float4 worldPos = mul(transformMatrix, modelPos);
float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
float3 tangent_WS = mul(float3x3(transformMatrix), normalize(tangent_MS));
float3 biTangent_WS = mul(float3x3(transformMatrix), normalize(biTangent_MS));
float3 normal_WS = mul(float3x3(transformMatrix), normalize(normal_MS));
float3 tangent_WS = mul(float3x3(transformMatrix), tangent_MS);
float3 biTangent_WS = mul(float3x3(transformMatrix), biTangent_MS);
float3 normal_WS = mul(float3x3(transformMatrix), normal_MS);
FragmentParameter result;
result.viewDir_WS = pViewParams.cameraPos_WS.xyz - worldPos.xyz;
result.normal_WS = normal_WS;