Fixed BlinnPhong shading

This commit is contained in:
Dynamitos
2023-02-27 13:52:57 +01:00
parent f46262b66e
commit f1062e5bcb
15 changed files with 131 additions and 316 deletions
+1
View File
@@ -4,6 +4,7 @@
"files.associations": {
"*.h": "cpp",
"*.ush": "hlsl",
"*.slang": "hlsl",
"*.pl": "prolog",
"xstring": "cpp",
"list": "cpp",
+6 -14
View File
@@ -14,7 +14,6 @@ RWTexture2D<uint2> lightGrid;
struct VertexStageOutput
{
ShaderAttributeInterpolation shaderAttributeInterpolation : Interpolation;
VertexValueCache cache : ShaderCache;
float4 position : SV_Position;
};
@@ -27,36 +26,30 @@ VertexStageOutput vertexMain(
VertexValueCache cache = input.getVertexCache();
float3 worldPosition = input.getWorldPosition();
//worldPosition += gMaterial.getWorldOffset();
float4 clipSpacePosition;
float3x3 tangentToLocal = cache.getTangentToLocal();
float4 viewSpacePosition = mul(gViewParams.viewMatrix, float4(worldPosition, 1));
MaterialVertexParameter vertexParams = input.getMaterialVertexParameters(cache, worldPosition, viewSpacePosition.xyz, tangentToLocal);
MaterialVertexParameter vertexParams = input.getMaterialVertexParameters(cache, worldPosition, viewSpacePosition.xyz);
clipSpacePosition = mul(gViewParams.projectionMatrix, viewSpacePosition);
float4 clipSpacePosition = mul(gViewParams.projectionMatrix, viewSpacePosition);
output.position = clipSpacePosition;
output.shaderAttributeInterpolation = input.getInterpolants(cache, vertexParams);
output.cache = cache;
return output;
}
[shader("fragment")]
float4 fragmentMain(
ShaderAttributeInterpolation input : Interpolation,
VertexValueCache cache : ShaderCache,
float4 position : SV_Position
) : SV_Target
{
MaterialFragmentParameter materialParams = input.getMaterialParameter(position);
MaterialFragmentParameter materialParams = cache.getFragmentParameters();
let brdf = gMaterial.prepare(materialParams);
float3 viewDir = normalize(materialParams.viewDir);
float3 result = float3(0, 0, 0);
for (int i = 0; i < numDirectionalLights; i++)
{
result += directionalLights[i].illuminate(materialParams, brdf, viewDir);
result += directionalLights[i].illuminate(materialParams, brdf);
}
uint2 tileIndex = uint2(floor(position.xy / BLOCK_SIZE));
@@ -68,8 +61,7 @@ float4 fragmentMain(
{
//uint lightIndex = lightIndexList[startOffset + j];
PointLight pointLight = pointLights[j];
if(pointLight.colorRange.w < length(pointLight.getViewPos() - input.viewPosition)) continue;
result += pointLight.illuminate(materialParams, brdf, viewDir);
result += pointLight.illuminate(materialParams, brdf);
}
return float4(result, 1.0f);
}
+8 -108
View File
@@ -2,25 +2,25 @@ import Common;
interface IBRDF
{
float3 evaluate(float3 view, float3 light, float3 normal, float3 tangent, float3 biTangent, float3 lightColor);
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor);
};
struct BlinnPhong : IBRDF
{
float3 baseColor;
float metallic = 0;
float3 normal = float3(0, 1, 0);
float3 normal = float3(0, 0, 1);
float specular = 0.5;
float roughness = 0.5;
float sheen = 1.f;
float3 evaluate(float3 view, float3 light, float3 surfaceNormal, float3 tangent, float3 biTangent, float3 lightColor)
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
{
float nDotL = saturate(dot(normal, light));
float3 h = normalize(light + view);
float nDotL = saturate(dot(normal, lightDir_TS));
float3 h = normalize(lightDir_TS + viewDir_TS);
float nDotH = saturate(dot(normal, h));
return baseColor;
return baseColor * (nDotL + nDotH) * lightColor;
}
};
@@ -39,108 +39,8 @@ struct DisneyBRDF : IBRDF
float clearCoat = 0;
float clearCoatGloss = 1;
float sqr(float x)
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
{
return x * x;
}
float SchlickFresnel(float u)
{
float m = clamp(1 - u, 0, 1);
float m2 = m * m;
return m2 * m2 * m; // pow(m,5)
}
float GTR1(float NdotH, float a)
{
if (a >= 1)
return 1 / PI;
float a2 = a * a;
float t = 1 + (a2 - 1) * NdotH * NdotH;
return (a2 - 1) / (PI * log(a2) * t);
}
float GTR2(float NdotH, float a)
{
float a2 = a * a;
float t = 1 + (a2 - 1) * NdotH * NdotH;
return a2 / (PI * t * t);
}
float GTR2_aniso(float NdotH, float HdotX, float HdotY, float ax, float ay)
{
return 1 / (PI * ax * ay * sqr(sqr(HdotX / ax) + sqr(HdotY / ay) + NdotH * NdotH));
}
float smithG_GGX(float NdotV, float alphaG)
{
float a = alphaG * alphaG;
float b = NdotV * NdotV;
return 1 / (NdotV + sqrt(a + b - a * b));
}
float smithG_GGX_aniso(float NdotV, float VdotX, float VdotY, float ax, float ay)
{
return 1 / (NdotV + sqrt(sqr(VdotX * ax) + sqr(VdotY * ay) + sqr(NdotV)));
}
float3 mon2lin(float3 x)
{
return float3(pow(x[0], 2.2), pow(x[1], 2.2), pow(x[2], 2.2));
}
float3 evaluate(float3 V, float3 L, float3 surfaceNormal, float3 X, float3 Y, float3 lightColor)
{
float3 N = normal;
float NdotL = dot(N, L);
float NdotV = dot(N, V);
if (NdotL < 0 || NdotV < 0)
return float3(0);
float3 H = normalize(L + V);
float NdotH = dot(N, H);
float LdotH = dot(L, H);
float3 Cdlin = mon2lin(baseColor);
float Cdlum = .3 * Cdlin[0] + .6 * Cdlin[1] + .1 * Cdlin[2]; // luminance approx.
float3 Ctint = Cdlum > 0 ? Cdlin / Cdlum : float3(1); // normalize lum. to isolate hue+sat
float3 Cspec0 = lerp(specular * .08 * lerp(float3(1), Ctint, specularTint), Cdlin, metallic);
float3 Csheen = lerp(float3(1), Ctint, sheenTint);
// Diffuse fresnel - go from 1 at normal incidence to .5 at grazing
// and mix in diffuse retro-reflection based on roughness
float FL = SchlickFresnel(NdotL), FV = SchlickFresnel(NdotV);
float Fd90 = 0.5 + 2 * LdotH * LdotH * roughness;
float Fd = lerp(1.0, Fd90, FL) * lerp(1.0, Fd90, FV);
// Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf
// 1.25 scale is used to (roughly) preserve albedo
// Fss90 used to "flatten" retroreflection based on roughness
float Fss90 = LdotH * LdotH * roughness;
float Fss = lerp(1.0, Fss90, FL) * lerp(1.0, Fss90, FV);
float ss = 1.25 * (Fss * (1 / (NdotL + NdotV) - .5) + .5);
// specular
float aspect = sqrt(1 - anisotropic * .9);
float ax = max(.001, sqr(roughness) / aspect);
float ay = max(.001, sqr(roughness) * aspect);
float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay);
float FH = SchlickFresnel(LdotH);
float3 Fs = lerp(Cspec0, float3(1), FH);
float Gs;
Gs = smithG_GGX_aniso(NdotL, dot(L, X), dot(L, Y), ax, ay);
Gs *= smithG_GGX_aniso(NdotV, dot(V, X), dot(V, Y), ax, ay);
// sheen
float3 Fsheen = FH * sheen * Csheen;
// clearcoat (ior = 1.5 -> F0 = 0.04)
float Dr = GTR1(NdotH, lerp(.1, .001, clearCoatGloss));
float Fr = lerp(.04, 1.0, FH);
float Gr = smithG_GGX(NdotL, .25) * smithG_GGX(NdotV, .25);
return ((1 / PI) * lerp(Fd, ss, subsurface) * Cdlin + Fsheen)
* (1 - metallic)
+ Gs * Fs * Ds + .25 * clearCoat * Gr * Fr * Dr;
return baseColor;
}
};
+11 -11
View File
@@ -4,33 +4,33 @@ import Common;
interface ILightEnv
{
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo);
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf);
};
struct DirectionalLight : ILightEnv
{
float4 color;
float4 direction;
float4 intensity;
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo)
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf)
{
return intensity.xyz * brdf.evaluate(wo, normalize(direction.xyz), input.worldNormal, input.worldTangent, input.worldBiTangent, color.xyz);
float3 lightDir_TS = input.transformWorldToTangent(normalize(direction.xyz));
return brdf.evaluate(input.viewDir_TS, -lightDir_TS, color.xyz);
}
};
struct PointLight : ILightEnv
{
float4 positionWS;
float4 position_WS;
float4 colorRange;
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 viewDir)
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf)
{
float3 lightVec = positionWS.xyz - input.worldPosition;
float d = length(lightVec);
float3 direction = normalize(lightVec);
float3 position_TS = input.transformWorldToTangent(position_WS.xyz);
float3 lightDir_TS = position_TS - input.position_TS;
float d = length(lightDir_TS);
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(input.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
}
bool insidePlane(Plane plane)
@@ -57,7 +57,7 @@ struct PointLight : ILightEnv
}
float3 getViewPos()
{
return mul(gViewParams.viewMatrix, positionWS).xyz;
return mul(gViewParams.viewMatrix, position_WS).xyz;
}
};
+6 -16
View File
@@ -2,7 +2,7 @@ struct MaterialVertexParameter
{
float3 worldPosition;
float3 viewPosition;
float3x3 tangentToWorld;
float3x3 worldToTangent;
#if NUM_MATERIAL_TEXCOORDS
float2 texCoords[NUM_MATERIAL_TEXCOORDS];
#endif
@@ -19,29 +19,19 @@ struct MaterialVertexParameter
struct MaterialFragmentParameter
{
float3 worldPosition;
float3 viewDir;
float3 worldNormal;
float3 worldTangent;
float3 worldBiTangent;
float4 clipPosition;
float3 position_TS;
float3 viewDir_TS;
float4 vertexColor;
float3x3 tangentToWorld;
float3x3 worldToTangent;
#ifdef USE_INSTANCING
float3 perInstanceParams;
#endif
#if NUM_MATERIAL_TEXCOORDS
float2 texCoords[NUM_MATERIAL_TEXCOORDS];
#endif
float3 transformNormalToWorld(float3 tangentSpaceNormal)
float3 transformWorldToTangent(float3 vec)
{
float3 result = mul(tangentToWorld, tangentSpaceNormal);
return result;
}
float3 transformNormalTexture(float3 rawNormal)
{
rawNormal = 2.0 * rawNormal - float3(1.0, 1.0, 1.0);
return transformNormalToWorld(rawNormal);
return mul(worldToTangent, vec);
}
};
+2 -2
View File
@@ -1,7 +1,7 @@
struct PrimitiveSceneData
{
float4x4 localToWorld;
float4x4 worldToLocal;
float4x4 modelToWorld;
float4x4 worldToModel;
float4 actorLocation;
};
+55 -106
View File
@@ -10,20 +10,52 @@ struct VertexValueCache
//every attribute, including this matrix, but matrix layout
//qualifiers are illegal for non-uniform and buffer fields,
//leading to a compiler error
float3 tangentToLocal[3];
float3 tangentToWorld[3];
float3 position_MS;
float3 tangent;
float3 biTangent;
float3 normal;
float4 color;
#if NUM_MATERIAL_TEXCOORDS
float2 texCoords[NUM_MATERIAL_TEXCOORDS];
#endif
float3x3 getTangentToLocal()
float4x4 getModelToTangent()
{
return float3x3(tangentToLocal[0], tangentToLocal[1], tangentToLocal[2]);
return transpose(float4x4(
float4(normalize(tangent), 0.0f),
float4(normalize(biTangent), 0.0f),
float4(normalize(normal), 0.0f),
float4(0, 0, 0, 1)
));
}
float3x3 getTangentToWorld()
float4x4 getWorldToTangent()
{
return float3x3(tangentToWorld[0], tangentToWorld[1], tangentToWorld[2]);
return transpose(float4x4(
normalize(mul(getSceneData().worldToModel, float4(tangent, 0))),
normalize(mul(getSceneData().worldToModel, float4(biTangent, 0))),
normalize(mul(getSceneData().worldToModel, float4(normal, 0))),
float4(0, 0, 0, 1)
));
}
MaterialFragmentParameter getFragmentParameters()
{
MaterialFragmentParameter result = (MaterialFragmentParameter)0;
float4x4 worldToTangent = getWorldToTangent();
float4 cameraPos_TS = mul(worldToTangent, gViewParams.cameraPos_WS);
float4 position_TS = mul(getModelToTangent(), float4(position_MS, 1.0f));
result.worldToTangent = float3x3(worldToTangent);
result.position_TS = position_TS.xyz;
result.viewDir_TS = normalize((cameraPos_TS - position_TS).xyz);
result.vertexColor = color;
for(uint i = 0; i < NUM_MATERIAL_TEXCOORDS; ++i)
{
result.texCoords[i] = texCoords[i];
}
return result;
}
#if USE_INSTANCING
float4 instanceOrigin;
float3 instanceTransform1;
@@ -36,60 +68,15 @@ struct VertexValueCache
float4(instanceTransform1.xyz, 0.0f),
float4(instanceTransform2.xyz, 0.0f),
float4(instanceTransform3.xyz, 0.0f),
float4(instanceOrigin.xyz, 1.0f));
)
float4(instanceOrigin.xyz, 1.0f)
);
}
#endif // USE_INSTANCING
};
struct ShaderAttributeInterpolation
{
float3 worldPosition;
float3 viewPosition;
float3 normal;
float3 tangent;
float3 biTangent;
float4 color;
#if NUM_MATERIAL_TEXCOORDS
float4 packedTexCoords[(NUM_MATERIAL_TEXCOORDS+1) / 2];
#endif // NUM_MATERIAL_TEXCOORDS
#if USE_INSTANCING
float4 perInstanceParams;
#endif
MaterialFragmentParameter getMaterialParameter(float4 clipSpacePosition)
{
MaterialFragmentParameter result;
#if NUM_MATERIAL_TEXCOORDS
for(int i = 0; i < NUM_MATERIAL_TEXCOORDS; ++i)
{
if(i % 2 == 1)
{
result.texCoords[i] = packedTexCoords[i / 2].zw;
}
else
{
result.texCoords[i] = packedTexCoords[i / 2].xy;
}
}
#endif
result.tangentToWorld[0] = tangent;
result.tangentToWorld[1] = biTangent;
result.tangentToWorld[2] = normal;
result.clipPosition = clipSpacePosition;
result.worldPosition = worldPosition;
result.viewDir = gViewParams.cameraPos_WS.xyz - worldPosition;
result.worldNormal = normal;
result.worldTangent = tangent;
result.worldBiTangent = biTangent;
result.vertexColor = color;
return result;
}
};
struct VertexShaderInput
{
float4 position;
float3 position;
float3 normal;
float3 tangent;
float3 biTangent;
@@ -118,28 +105,24 @@ struct VertexShaderInput
float3 instanceTransform2;
float3 instanceTransform3;
#endif // USE_INSTANCING
float3x3 calcTangentToLocal()
{
float3x3 result;
result[0] = tangent;
result[1] = biTangent;
result[2] = normal;
return result;
float3 getModelPosition()
{
return position;
}
float3 getWorldPosition()
{
float4x4 localToWorld = getSceneData().localToWorld;
float3 rotatedPosition = localToWorld[0].xyz * position.xxx + localToWorld[1].xyz * position.yyy + localToWorld[2].xyz * position.zzz;
return mul(getSceneData().localToWorld, position).xyz;
//rotatedPosition + float3(localToWorld[0].w, localToWorld[1].w, localToWorld[2].w);
return mul(getSceneData().modelToWorld, float4(position, 1.0f)).xyz;
}
VertexValueCache getVertexCache()
{
VertexValueCache cache;
cache.position_MS = position;
cache.tangent = tangent;
cache.biTangent = biTangent;
cache.normal = normal;
cache.color = color;
#if USE_INSTANCING
cache.instanceTransform1 = instanceTransform1;
@@ -148,25 +131,18 @@ struct VertexShaderInput
cache.instanceOrigin = instanceOrigin;
#endif
float3x3 tangentToLocal = calcTangentToLocal();
cache.tangentToLocal[0] = tangentToLocal[0];
cache.tangentToLocal[1] = tangentToLocal[1];
cache.tangentToLocal[2] = tangentToLocal[2];
cache.tangentToWorld[0] = mul(getSceneData().localToWorld, float4(tangentToLocal[0], 0.0f)).xyz;
cache.tangentToWorld[1] = mul(getSceneData().localToWorld, float4(tangentToLocal[1], 0.0f)).xyz;
cache.tangentToWorld[2] = mul(getSceneData().localToWorld, float4(tangentToLocal[2], 0.0f)).xyz;
cache.texCoords[0] = packedTexCoords2;
return cache;
}
MaterialVertexParameter getMaterialVertexParameters(VertexValueCache cache, float3 worldPosition, float3 viewPosition, float3x3 tangentToLocal)
MaterialVertexParameter getMaterialVertexParameters(VertexValueCache cache, float3 worldPosition, float3 viewPosition)
{
MaterialVertexParameter result;
result.worldPosition = worldPosition;
result.viewPosition = viewPosition;
result.vertexColor = cache.color;
result.tangentToWorld = cache.getTangentToWorld();
result.worldToTangent = float3x3(cache.getWorldToTangent());
// TODO instancing
/*for(int i = 0; i < NUM_MATERIAL_TEXCOORDS-1; i+=2)
{
@@ -179,35 +155,11 @@ struct VertexShaderInput
result.texCoords[0] = packedTexCoords2;
return result;
}
ShaderAttributeInterpolation getInterpolants(VertexValueCache cache, MaterialVertexParameter vertexParams)
{
ShaderAttributeInterpolation result = (ShaderAttributeInterpolation)0;
float3x3 tangentToWorld = cache.getTangentToWorld();
result.normal = mul(getSceneData().localToWorld, float4(normal, 0.0f)).xyz;
result.tangent = mul(getSceneData().localToWorld, float4(tangent, 0.0f)).xyz;
result.biTangent = mul(getSceneData().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 == 1)
{
result.packedTexCoords[i / 2].zw = vertexParams.texCoords[i];
}
else
{
result.packedTexCoords[i / 2].xy = vertexParams.texCoords[i];
}
}
return result;
}
};
struct PositionOnlyVertexShaderInput
{
float4 position;
float3 position;
#if USE_INSTANCING
float4 instanceOrigin;
float3 instanceTransform1;
@@ -216,9 +168,6 @@ struct PositionOnlyVertexShaderInput
#endif // USE_INSTANCING
float3 getWorldPosition()
{
float4x4 localToWorld = getSceneData().localToWorld;
float3 rotatedPosition = localToWorld[0].xyz * position.xxx + localToWorld[1].xyz * position.yyy + localToWorld[2].xyz * position.zzz;
return mul(getSceneData().localToWorld, position).xyz;
//rotatedPosition + float3(localToWorld[0].w, localToWorld[1].w, localToWorld[2].w);
return mul(getSceneData().modelToWorld, float4(position, 1.0f)).xyz;
}
};
+1 -1
View File
@@ -126,7 +126,7 @@ void BasePass::beginFrame(const Component::Camera& cam)
viewParams.viewMatrix = cam.getViewMatrix();
viewParams.projectionMatrix = viewport->getProjectionMatrix();
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 0);
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
+1 -1
View File
@@ -21,7 +21,7 @@ void DebugPass::beginFrame(const Component::Camera& cam)
viewParams.viewMatrix = cam.getViewMatrix();
viewParams.projectionMatrix = viewport->getProjectionMatrix();
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 0);
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
@@ -110,7 +110,7 @@ void DepthPrepass::beginFrame(const Component::Camera& cam)
viewParams.viewMatrix = cam.getViewMatrix();
viewParams.projectionMatrix = viewport->getProjectionMatrix();
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 0);
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
@@ -25,25 +25,11 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
BulkResourceData uniformUpdate;
viewParams.viewMatrix = cam.getViewMatrix();
viewParams.projectionMatrix = viewport->getProjectionMatrix();
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 0);
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
viewParams.screenDimensions = Vector2(static_cast<float>(viewportWidth), static_cast<float>(viewportHeight));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamsBuffer->updateContents(uniformUpdate);
const LightEnv& lightEnv = passData.lightEnv;
uniformUpdate.size = sizeof(DirectionalLight) * MAX_DIRECTIONAL_LIGHTS;
uniformUpdate.data = (uint8*)&lightEnv.directionalLights;
directLightBuffer->updateContents(uniformUpdate);
uniformUpdate.size = sizeof(PointLight) * MAX_POINT_LIGHTS;
uniformUpdate.data = (uint8*)&lightEnv.pointLights;
pointLightBuffer->updateContents(uniformUpdate);
uniformUpdate.size = sizeof(uint32);
uniformUpdate.data = (uint8*)&lightEnv.numDirectionalLights;
numDirLightBuffer->updateContents(uniformUpdate);
uniformUpdate.data = (uint8*)&lightEnv.numPointLights;
numPointLightBuffer->updateContents(uniformUpdate);
BulkResourceData counterReset;
uint32 reset = 0;
@@ -68,10 +54,10 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
cullingDescriptorSet->updateBuffer(9, frustumBuffer);
lightEnvDescriptorSet->updateBuffer(0, directLightBuffer);
lightEnvDescriptorSet->updateBuffer(1, numDirLightBuffer);
lightEnvDescriptorSet->updateBuffer(2, pointLightBuffer);
lightEnvDescriptorSet->updateBuffer(3, numPointLightBuffer);
lightEnvDescriptorSet->updateBuffer(0, passData.lightEnv.directionalLights);
lightEnvDescriptorSet->updateBuffer(1, passData.lightEnv.numDirectional);
lightEnvDescriptorSet->updateBuffer(2, passData.lightEnv.pointLights);
lightEnvDescriptorSet->updateBuffer(3, passData.lightEnv.numPoints);
lightEnvDescriptorSet->writeChanges();
//std::cout << "LightCulling beginFrame()" << std::endl;
//co_return;
@@ -202,28 +188,6 @@ void LightCullingPass::publishOutputs()
resources->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
resources->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);
structInfo = {
.resourceData = {
.size = sizeof(DirectionalLight) * MAX_DIRECTIONAL_LIGHTS,
.data = nullptr,
},
.stride = sizeof(DirectionalLight),
.bDynamic = true,
};
directLightBuffer = graphics->createStructuredBuffer(structInfo);
structInfo.resourceData.size = sizeof(PointLight) * MAX_POINT_LIGHTS;
pointLightBuffer = graphics->createStructuredBuffer(structInfo);
UniformBufferCreateInfo uniformInfo = {
.resourceData = {
.size = sizeof(uint32),
.data = nullptr
},
.bDynamic = true
};
numDirLightBuffer = graphics->createUniformBuffer(uniformInfo);
numPointLightBuffer = graphics->createUniformBuffer(uniformInfo);
resources->registerBufferOutput("DIRECTIONAL_LIGHTS", directLightBuffer);
resources->registerUniformOutput("NUM_DIRECTIONAL_LIGHTS", numDirLightBuffer);
resources->registerBufferOutput("POINT_LIGHTS", pointLightBuffer);
@@ -60,10 +60,6 @@ private:
Gfx::PStructuredBuffer tLightIndexList;
Gfx::PTexture2D oLightGrid;
Gfx::PTexture2D tLightGrid;
Gfx::PStructuredBuffer directLightBuffer;
Gfx::PUniformBuffer numDirLightBuffer;
Gfx::PStructuredBuffer pointLightBuffer;
Gfx::PUniformBuffer numPointLightBuffer;
Gfx::PDescriptorSet lightEnvDescriptorSet;
Gfx::PDescriptorSet cullingDescriptorSet;
Gfx::PDescriptorLayout lightEnvDescriptorLayout;
@@ -83,7 +83,7 @@ void SkyboxRenderPass::beginFrame(const Component::Camera& cam)
viewParams.viewMatrix = cam.getViewMatrix();
viewParams.projectionMatrix = viewport->getProjectionMatrix();
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 0);
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
+27 -4
View File
@@ -18,6 +18,29 @@ Scene::Scene(Gfx::PGraphics graphics)
: graphics(graphics)
, physics(registry)
{
StructuredBufferCreateInfo structInfo = {
.resourceData = {
.size = sizeof(DirectionalLight) * MAX_DIRECTIONAL_LIGHTS,
.data = nullptr,
},
.stride = sizeof(DirectionalLight),
.bDynamic = true,
};
lightEnv.directionalLights = graphics->createStructuredBuffer(structInfo);
structInfo.resourceData.size = sizeof(PointLight) * MAX_POINT_LIGHTS;
lightEnv.pointLights = graphics->createStructuredBuffer(structInfo);
UniformBufferCreateInfo uniformInfo = {
.resourceData = {
.size = sizeof(uint32),
.data = nullptr
},
.bDynamic = true
};
lightEnv.numDirectional = graphics->createUniformBuffer(uniformInfo);
lightEnv.numPoints = graphics->createUniformBuffer(uniformInfo);
}
Scene::~Scene()
@@ -84,12 +107,12 @@ Array<MeshBatch> Scene::getStaticMeshes()
LightEnv Scene::getLightBuffer() const
{
LightEnv result;
result.directionalLights[0].color = Vector4(0.4, 0.3, 0.5, 1.0);
result.directionalLights[0].direction = Vector4(0.5, -0.5, 0, 0);
result.directionalLights[0].intensity = Vector4(1.0, 0.9, 0.7, 0.5);
result.numDirectionalLights = 1;
result.numPointLights = 0;
result.numDirectionalLights = 0;
result.pointLights[0].positionWS = Vector4(0, 50, 0, 0);
result.pointLights[0].colorRange = Vector4(0.2, 0.4, 0.7, 100);
result.numPointLights = 1;
return result;
}
+6 -6
View File
@@ -15,7 +15,6 @@ struct DirectionalLight
{
Vector4 color;
Vector4 direction;
Vector4 intensity;
};
struct PointLight
@@ -29,10 +28,10 @@ struct PointLight
#define MAX_POINT_LIGHTS 256
struct LightEnv
{
DirectionalLight directionalLights[MAX_DIRECTIONAL_LIGHTS];
PointLight pointLights[MAX_POINT_LIGHTS];
uint32 numDirectionalLights;
uint32 numPointLights;
Gfx::PStructuredBuffer directionalLights;
Gfx::PUniformBuffer numDirectional;
Gfx::PStructuredBuffer pointLights;
Gfx::PUniformBuffer numPoints;
};
class Scene
@@ -83,7 +82,8 @@ private:
Vector4 actorLocation;
};
Array<PrimitiveSceneData> sceneData;
Gfx::PStructuredBuffer sceneDataBuffer;
Gfx::PStructuredBuffer sceneDataBuffer;
LightEnv lightEnv;
PhysicsSystem physics;
Gfx::PGraphics graphics;
};