Fixing slang compilation temporarily, renaming vertexfactory

This commit is contained in:
Dynamitos
2020-08-06 00:54:43 +02:00
parent ab4a3b5e23
commit f27859a02c
66 changed files with 1005 additions and 627 deletions
+46 -58
View File
@@ -1,92 +1,80 @@
import InputGeometry;
import LightEnv;
import BRDF;
import Material;
import TexturedMaterial;
import FlatColorMaterial;
import Common;
//TODO revert to pre processed shader attributes
import StaticMeshShaderAttributes;
import PrimitiveSceneData;
import MaterialParameter;
struct ViewParameter
{
float4x4 viewMatrix;
float4x4 projectionMatrix;
float4 cameraPos_WS;
}
layout(set = 0, binding = 0, std430)
ConstantBuffer<ViewParameter> gViewParams;
layout(set = 0, binding = 1, std430)
ConstantBuffer<Lights> gLightEnv;
layout(set = 0, binding = 2)
StructuredBuffer<uint> lightIndexList;
layout(set = 0, binding = 3)
RWTexture2D<uint2> lightGrid;
//layout(set = 0, binding = 2)
//StructuredBuffer<uint> lightIndexList;
//layout(set = 0, binding = 3)
//RWTexture2D<uint2> lightGrid;
layout(set = 1, std430)
type_param TMaterial : IMaterial;
ParameterBlock<TMaterial> gMaterial;
struct ModelParameter
{
float4x4 modelMatrix;
}
layout(set = 2)
ConstantBuffer<ModelParameter> gModelParams;
//type_param TMaterial : IMaterial;
ParameterBlock<TexturedMaterial> gMaterial;
struct VertexStageOutput
{
MaterialPixelParameter materialParameter : MaterialParameter;
float4 sv_position : SV_Position;
ShaderAttributeInterpolation shaderAttributeInterpolation : Interpolation;
VertexValueCache cache : ShaderCache;
float4 position : SV_Position;
};
[shader("vertex")]
VertexStageOutput vertexMain(
InputGeometry inputGeometry)
VertexShaderInput input)
{
VertexStageOutput output;
MaterialPixelParameter pixelParams;
float4 worldPosition = mul(gModelParams.modelMatrix, float4(inputGeometry.getVertexPosition(), 1));
pixelParams.position = worldPosition.xyz;
pixelParams.texCoord = inputGeometry.texCoord;
float4 viewPosition = mul(gViewParams.viewMatrix, worldPosition);
pixelParams.viewDir = gViewParams.cameraPos_WS.xyz - worldPosition.xyz;
VertexStageOutput output;
VertexValueCache cache = input.getVertexCache();
float3 worldPosition = input.getWorldPosition(cache);
float4 clipSpacePosition;
pixelParams.normal = mul(gModelParams.modelMatrix, float4(inputGeometry.getNormal(), 0)).xyz;
pixelParams.tangent = mul(gModelParams.modelMatrix, float4(inputGeometry.getTangent(), 0)).xyz;
pixelParams.biTangent = mul(gModelParams.modelMatrix, float4(inputGeometry.getBiTangent(), 0)).xyz;
pixelParams.clipPosition = mul(gViewParams.projectionMatrix, viewPosition);
float3x3 tangentToLocal = cache.tangentToLocal;
MaterialVertexParameter vertexParams = input.getMaterialVertexParameters(cache, worldPosition, tangentToLocal);
output.materialParameter = pixelParams;
output.sv_position = pixelParams.clipPosition;
return output;
float4 viewSpacePosition = mul(gViewParams.viewMatrix, float4(worldPosition, 1));
clipSpacePosition = mul(gViewParams.projectionMatrix, viewSpacePosition);
output.position = clipSpacePosition;
output.shaderAttributeInterpolation = input.getInterpolants(cache, vertexParams);
return output;
}
[shader("fragment")]
float4 fragmentMain(MaterialPixelParameter input : MaterialParameter) : SV_Target
float4 fragmentMain(
ShaderAttributeInterpolation input : Interpolation,
VertexValueCache cache : ShaderCache,
float4 position : SV_Position
) : SV_Target
{
TMaterial.BRDF brdf = gMaterial.prepare(input);
MaterialFragmentParameter materialParams = input.getMaterialParameter(position);
BlinnPhong brdf = gMaterial.prepare(materialParams);
float3 viewDir = normalize(input.viewDir);
float3 viewDir = normalize(materialParams.viewDir);
float3 result = float3(0, 0, 0);
for (int i = 0; i < gLightEnv.numDirectionalLights; ++i)
for (int i = 0; i < 5; i++)
{
result += gLightEnv.directionalLights[i].illuminate(input, brdf, viewDir);
result += gLightEnv.directionalLights[i].illuminate(materialParams, brdf, viewDir);
}
uint2 tileIndex = uint2(floor(input.clipPosition.xy) / BLOCK_SIZE);
uint2 tileIndex = uint2(floor(materialParams.clipPosition.xy) / BLOCK_SIZE);
uint startOffset = lightGrid[tileIndex].x;
uint lightCount = lightGrid[tileIndex].y;
//uint startOffset = lightGrid[tileIndex].x;
//uint lightCount = lightGrid[tileIndex].y;
for (int j = 0; j < lightCount; ++j)
for (int j = 0; j < gLightEnv.numPointLights; ++j)
{
uint lightIndex = lightIndexList[startOffset + j];
PointLight pointLight = gLightEnv.pointLights[lightIndex];
result += pointLight.illuminate(input, brdf, viewDir);
//uint lightIndex = lightIndexList[startOffset + j];
PointLight pointLight = gLightEnv.pointLights[j];
result += pointLight.illuminate(materialParams, brdf, viewDir);
}
return float4(result, 1);
return float4(0, 1, 0, 1);
}