Starting framework for static mesh rendering
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@@ -26,12 +26,12 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for(uint i = 0; i < lightCount; ++i)
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for(uint i = 0; i < pLightEnv.numPointLights; ++i)
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{
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uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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result += brdf.evaluateAmbient();
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//result += brdf.evaluateAmbient();
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// gamma correction
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result = result / (result + float3(1.0));
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result = pow(result, float3(1.0/2.2));
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@@ -0,0 +1,43 @@
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import Common;
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import BRDF;
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import Scene;
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import VertexData;
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import MaterialParameter;
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struct PrimitiveAttributes
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{
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uint cull: SV_CullPrimitive;
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};
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[numthreads(MESH_GROUP_SIZE, 1, 1)]
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[outputtopology("triangle")]
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[shader("mesh")]
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void meshMain(
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in uint threadID: SV_GroupIndex,
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in uint groupID: SV_GroupID,
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out vertices FragmentParameter vertices[MAX_VERTICES],
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out indices uint3 indices[MAX_PRIMITIVES]
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){
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MeshletDescription m = pScene.meshletInfos[groupID];
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SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
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for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
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{
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uint p = min(i, m.primitiveCount - 1);
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{
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uint local_idx0 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
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uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
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uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
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indices[p] = uint3(local_idx0, local_idx1, local_idx2);
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}
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}
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for(uint i = threadID; i < MAX_VERTICES; i+=MESH_GROUP_SIZE)
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{
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uint v = min(i, m.vertexCount - 1);
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{
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uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
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VertexAttributes attr = pVertexData.getAttributes(md.indicesOffset + vertexIndex);
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vertices[v] = attr.getParameter(float4x4(1.0));
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}
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}
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}
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@@ -58,11 +58,16 @@ float4 screenToView(float4 screen)
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return clipToView(clip);
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}
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float4 screenToModel(float4x4 inverseTransform, float4 screen)
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float4 screenToWorld(float4 screen)
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{
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float4 view = screenToView(screen);
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float4 world = viewToWorld(view);
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return viewToWorld(view);
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}
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float4 screenToModel(float4x4 inverseTransform, float4 screen)
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{
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float4 world = screenToWorld(screen);
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return worldToModel(inverseTransform, world);
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}
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