Fixed lighting

This commit is contained in:
Dynamitos
2024-02-20 22:38:35 +01:00
parent 2480529dbc
commit 99ee991bf5
3 changed files with 12 additions and 8 deletions
+6 -2
View File
@@ -20,14 +20,18 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
LightingParameter lightingParams = params.getLightingParameter();
MaterialParameter materialParams = params.getMaterialParameter();
let brdf = pMaterial.prepare(materialParams);
uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
uint startOffset = pLightCullingData.oLightGrid[tileIndex].x;
uint lightCount = pLightCullingData.oLightGrid[tileIndex].y;
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for(int i = 0; i < pLightEnv.numPointLights; ++i)
for(uint i = 0; i < lightCount; ++i)
{
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
uint lightIndex = pLightCullingData.oLightIndexList[startOffset + lightCount];
result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
}
return float4(result, 1.0f);
}
+5 -5
View File
@@ -89,18 +89,18 @@ void cullLights(ComputeShaderInput in)
float fMinDepth = asfloat(uMinDepth);
float fMaxDepth = asfloat(uMaxDepth);
float minDepthVS = fMinDepth;
float maxDepthVS = fMaxDepth;
float nearClipVS = 0.1f;
float minDepth = fMinDepth;
float maxDepth = fMaxDepth;
float nearClip = 0.1f;
Plane minPlane = {float3(0, 0, -1), -minDepthVS};
Plane minPlane = {float3(0, 0, -1), -minDepth};
for ( uint i = in.groupIndex; i < pLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
{
PointLight light = pLightEnv.pointLights[i];
float3 lightClip = light.getClipPosition();
//TODO: why doesn't this check go through?
if(light.insideFrustum(groupFrustum, lightClip, nearClipVS, maxDepthVS))
if(light.insideFrustum(groupFrustum, lightClip, nearClip, maxDepth))
{
tAppendLight(i);
if(!light.insidePlane(minPlane, lightClip))
+1 -1
View File
@@ -26,7 +26,7 @@ struct PointLight : ILightEnv
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
{
float3 lightDir_WS = position_WS.xyz - params.position_WS;
float3 lightDir_WS = params.position_WS - position_WS.xyz;
float3 lightDir_TS = mul(params.tbn, lightDir_WS);
float d = length(lightDir_TS);
float illuminance = max(1 - d / colorRange.w, 0);