Somewhat working camera

This commit is contained in:
Dynamitos
2022-03-19 22:45:30 +01:00
parent 84049a762c
commit cd28e433cc
41 changed files with 602 additions and 496 deletions
+30 -30
View File
@@ -4,18 +4,18 @@ import Common;
interface ILightEnv
{
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo);
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo);
};
struct DirectionalLight : ILightEnv
{
float4 color;
float4 direction;
float4 intensity;
float4 color;
float4 direction;
float4 intensity;
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo)
{
return intensity.xyz * brdf.evaluate(wo, normalize(direction.xyz), input.worldNormal, input.worldTangent, input.worldBiTangent, color.xyz);
{
return intensity.xyz * brdf.evaluate(wo, normalize(direction.xyz), input.worldNormal, input.worldTangent, input.worldBiTangent, color.xyz);
}
};
@@ -25,40 +25,40 @@ struct PointLight : ILightEnv
float4 colorRange;
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 viewDir)
{
{
float3 lightVec = positionWS.xyz - input.worldPosition;
float d = length(lightVec);
float3 direction = normalize(lightVec);
float illuminance = max(1 - d / colorRange.w, 0);
return illuminance * brdf.evaluate(viewDir, direction, input.worldNormal, input.worldTangent, input.worldBiTangent, colorRange.xyz);
return illuminance * brdf.evaluate(viewDir, direction, input.worldNormal, input.worldTangent, input.worldBiTangent, colorRange.xyz);
}
bool insidePlane(Plane plane)
{
bool insidePlane(Plane plane)
{
return dot(plane.n, getViewPos().xyz) - plane.d < -colorRange.w;
}
}
bool insideFrustum(Frustum frustum, float zNear, float zFar)
{
bool insideFrustum(Frustum frustum, float zNear, float zFar)
{
bool result = true;
if(getViewPos().z - colorRange.w > zNear || getViewPos().z + colorRange.w < zFar)
{
result = false;
}
for(int i = 0; i < 4 && result; ++i)
{
if(insidePlane(frustum.planes[i]))
{
result = false;
}
}
return result;
}
float3 getViewPos()
{
return mul(gViewParams.viewMatrix, positionWS).xyz;
}
if(getViewPos().z - colorRange.w > zNear || getViewPos().z + colorRange.w < zFar)
{
//result = false;
}
for(int i = 0; i < 4 && result; ++i)
{
if(insidePlane(frustum.planes[i]))
{
//result = false;
}
}
return result;
}
float3 getViewPos()
{
return mul(gViewParams.viewMatrix, positionWS).xyz;
}
};
layout(set = INDEX_LIGHT_ENV, binding = 0, std430)
+1
View File
@@ -1,6 +1,7 @@
struct MaterialVertexParameter
{
float3 worldPosition;
float3 viewPosition;
float3x3 tangentToWorld;
#if NUM_MATERIAL_TEXCOORDS
float2 texCoords[NUM_MATERIAL_TEXCOORDS];
+4 -1
View File
@@ -45,6 +45,7 @@ struct VertexValueCache
struct ShaderAttributeInterpolation
{
float3 worldPosition;
float3 viewPosition;
float3 normal;
float3 tangent;
float3 biTangent;
@@ -158,10 +159,11 @@ struct VertexShaderInput
return cache;
}
MaterialVertexParameter getMaterialVertexParameters(VertexValueCache cache, float3 worldPosition, float3x3 tangentToLocal)
MaterialVertexParameter getMaterialVertexParameters(VertexValueCache cache, float3 worldPosition, float3 viewPosition, float3x3 tangentToLocal)
{
MaterialVertexParameter result;
result.worldPosition = worldPosition;
result.viewPosition = viewPosition;
result.vertexColor = cache.color;
result.tangentToWorld = cache.getTangentToWorld();
// TODO instancing
@@ -186,6 +188,7 @@ struct VertexShaderInput
result.biTangent = mul(gSceneData.localToWorld, float4(biTangent, 0.0f)).xyz;
result.color = color;
result.worldPosition = vertexParams.worldPosition;
result.viewPosition = vertexParams.viewPosition;
for(int i = 0; i < NUM_MATERIAL_TEXCOORDS; ++i)
{
if(i % 2)