90 lines
3.2 KiB
Plaintext
90 lines
3.2 KiB
Plaintext
import Common;
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import LightEnv;
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import MaterialParameter;
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import MATERIAL_FILE_NAME;
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const static uint64_t NUM_CASCADES = 4;
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struct ShadowMappingData
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{
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Texture2DArray shadowMaps[NUM_CASCADES];
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StructuredBuffer<float4x4> lightSpaceMatrices[NUM_CASCADES];
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SamplerState shadowSampler;
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ConstantBuffer<float4> cascadeSplits;
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};
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ParameterBlock<ShadowMappingData> pShadowMapping;
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struct LightCullingData
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{
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RWStructuredBuffer<uint> lightIndexList;
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RWTexture2D<uint2> lightGrid;
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};
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ParameterBlock<LightCullingData> pLightCullingData;
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static const float4x4 biasMat = float4x4(
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0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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[shader("pixel")]
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float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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LightingParameter lightingParams = params.getLightingParameter();
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MaterialParameter materialParams = params.getMaterialParameter();
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var brdf = Material.prepare(materialParams);
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brdf.setNormal(normalize(params.normal_WS));
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uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
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uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
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uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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uint cascadeIndex = 0;
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for (uint c = 0; c < NUM_CASCADES - 1; ++c) {
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if (params.position_VS.z > pShadowMapping.cascadeSplits[c]) {
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//cascadeIndex = c + 1;
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}
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}
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float4 lightSpacePos = mul(pShadowMapping.lightSpaceMatrices[cascadeIndex][i], float4(params.position_WS, 1));
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lightSpacePos = mul(biasMat, lightSpacePos);
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float4 shadowCoord = clipToScreen(lightSpacePos);
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/*int3 texDim;
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pShadowMapping.shadowMaps[cascadeIndex].GetDimensions(texDim.x, texDim.y, texDim.z);
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float scale = 1.5f;
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float dx = scale * 1.0 / float(texDim.x);
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float dy = scale * 1.0 / float(texDim.y);
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float shadowFactor = 0.0f;
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int count = 0;
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int range = 1;
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for (int x = -range; x <= range; ++x) {
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for (int y = -range; y <= range; ++y) {
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float shadow = 1.0f;
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if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0)
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{
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float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r;
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if (shadowCoord.w > 0 && dist < shadowCoord.z - 0.005f)
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{
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shadow = 0;
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}
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}
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shadowFactor += shadow;
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count++;
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}
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}*/
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result = 1 - float3(pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy, i)).r, 0, 0);//(shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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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[i].illuminate(lightingParams, brdf);
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}
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//result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
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return float4(result, brdf.getAlpha());
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} |