Adding pretty printers

This commit is contained in:
2025-08-08 22:29:54 +02:00
parent 9bd1ca1b09
commit 30d5b62447
20 changed files with 383 additions and 82 deletions
+12 -10
View File
@@ -5,16 +5,18 @@ import MATERIAL_FILE_NAME;
const static uint64_t NUM_CASCADES = 4;
/*struct ShadowMappingData
struct ShadowMappingData
{
Texture2DArray shadowMaps[NUM_CASCADES];
ConstantBuffer<float4x4> lightSpaceMatrices[NUM_CASCADES];
StructuredBuffer<float4x4> lightSpaceMatrices[NUM_CASCADES];
SamplerState shadowSampler;
ConstantBuffer<float[NUM_CASCADES]> cascadeSplits;
};
ParameterBlock<ShadowMappingData> pShadowMapping;
*/
struct LightCullingData
{
RWStructuredBuffer<uint> lightIndexList;
@@ -42,16 +44,16 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
/*uint cascadeIndex = 0;
uint cascadeIndex = 0;
for (uint c = 0; c < NUM_CASCADES - 1; ++c) {
if (params.position_VS.z < pShadowMapping.cascadeSplits[c]) {
cascadeIndex = c + 1;
}
}
float4 lightSpacePos = mul(biasMat, mul(pShadowMapping.lightSpaceMatrices[i], float4(params.position_WS, 1)));
float4 lightSpacePos = mul(biasMat, mul(pShadowMapping.lightSpaceMatrices[cascadeIndex][i], float4(params.position_WS, 1)));
float4 shadowCoord = lightSpacePos / lightSpacePos.w;
int2 texDim;
pLightEnv.shadowMap.GetDimensions(texDim.x, texDim.y);
int3 texDim;
pShadowMapping.shadowMaps[cascadeIndex].GetDimensions(texDim.x, texDim.y, texDim.z);
float scale = 1.5f;
float dx = scale * 1.0 / float(texDim.x);
float dy = scale * 1.0 / float(texDim.y);
@@ -64,7 +66,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
float shadow = 1.0f;
if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0)
{
float dist = pLightEnv.shadowMap.Sample(pLightEnv.shadowSampler, shadowCoord.xy + float2(dx * x, dy * y)).r;
float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r;
if (shadowCoord.w > 0 && dist > shadowCoord.z)
{
shadow = 0;
@@ -73,9 +75,9 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
shadowFactor += shadow;
count++;
}
}*/
}
result += /*(shadowFactor / count) **/ pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
result += (shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for (uint i = 0; i < pLightEnv.numPointLights; ++i)
{