Consume bounded additional lights in forward-lit
This commit is contained in:
@@ -10,9 +10,20 @@ layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gNormalMatrix;
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};
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const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData {
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vec4 colorAndIntensity;
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vec4 positionAndRange;
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vec4 directionAndType;
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vec4 spotAnglesAndFlags;
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};
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layout(std140, binding = 1) uniform LightingConstants {
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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vec4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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layout(std140, binding = 2) uniform MaterialConstants {
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@@ -57,20 +68,97 @@ float ComputeShadowAttenuation(vec3 positionWS) {
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return receiverDepth <= shadowDepth ? 1.0 : (1.0 - shadowStrength);
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}
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float ComputeRangeAttenuation(float distanceSq, float range) {
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if (range <= 0.0) {
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return 0.0;
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}
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float clampedRange = max(range, 0.0001);
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float rangeSq = clampedRange * clampedRange;
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if (distanceSq >= rangeSq) {
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return 0.0;
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}
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float distance = sqrt(max(distanceSq, 0.0));
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float normalized = clamp(1.0 - distance / clampedRange, 0.0, 1.0);
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return normalized * normalized;
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}
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float ComputeSpotAttenuation(AdditionalLightData light, vec3 directionToLightWS) {
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float cosOuter = light.spotAnglesAndFlags.x;
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float cosInner = light.spotAnglesAndFlags.y;
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vec3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
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float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
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return clamp((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4), 0.0, 1.0);
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}
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vec3 EvaluateAdditionalLight(AdditionalLightData light, vec3 normalWS, vec3 positionWS) {
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float lightType = light.directionAndType.w;
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vec3 lightColor = light.colorAndIntensity.rgb;
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float lightIntensity = light.colorAndIntensity.w;
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vec3 directionToLightWS = vec3(0.0);
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float attenuation = 1.0;
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if (lightType < 0.5) {
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directionToLightWS = normalize(light.directionAndType.xyz);
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} else {
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vec3 lightVectorWS = light.positionAndRange.xyz - positionWS;
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float distanceSq = dot(lightVectorWS, lightVectorWS);
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if (distanceSq <= 1e-6) {
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return vec3(0.0);
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}
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directionToLightWS = normalize(lightVectorWS);
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attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
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if (attenuation <= 0.0) {
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return vec3(0.0);
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}
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if (lightType > 1.5) {
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attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
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if (attenuation <= 0.0) {
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return vec3(0.0);
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}
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}
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}
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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if (diffuse <= 0.0) {
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return vec3(0.0);
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}
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return lightColor * (diffuse * lightIntensity * attenuation);
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}
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void main() {
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vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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int additionalLightCount = min(int(gLightingParams.x + 0.5), XC_MAX_ADDITIONAL_LIGHTS);
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if (gMainLightColorAndFlags.w < 0.5 && additionalLightCount == 0) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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float shadowAttenuation = diffuse > 0.0
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? ComputeShadowAttenuation(vPositionWS)
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: 1.0;
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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vec3 lighting = gLightingParams.yyy;
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if (gMainLightColorAndFlags.w >= 0.5) {
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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float shadowAttenuation = diffuse > 0.0
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? ComputeShadowAttenuation(vPositionWS)
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: 1.0;
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lighting +=
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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}
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for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
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if (lightIndex >= additionalLightCount) {
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break;
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}
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lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, vPositionWS);
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}
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -12,9 +12,20 @@ layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
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mat4 gNormalMatrix;
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};
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const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData {
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vec4 colorAndIntensity;
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vec4 positionAndRange;
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vec4 directionAndType;
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vec4 spotAnglesAndFlags;
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};
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layout(set = 1, binding = 0, std140) uniform LightingConstants {
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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vec4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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layout(set = 2, binding = 0, std140) uniform MaterialConstants {
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@@ -59,20 +70,97 @@ float ComputeShadowAttenuation(vec3 positionWS) {
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return receiverDepth <= shadowDepth ? 1.0 : (1.0 - shadowStrength);
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}
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float ComputeRangeAttenuation(float distanceSq, float range) {
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if (range <= 0.0) {
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return 0.0;
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}
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float clampedRange = max(range, 0.0001);
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float rangeSq = clampedRange * clampedRange;
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if (distanceSq >= rangeSq) {
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return 0.0;
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}
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float distance = sqrt(max(distanceSq, 0.0));
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float normalized = clamp(1.0 - distance / clampedRange, 0.0, 1.0);
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return normalized * normalized;
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}
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float ComputeSpotAttenuation(AdditionalLightData light, vec3 directionToLightWS) {
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float cosOuter = light.spotAnglesAndFlags.x;
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float cosInner = light.spotAnglesAndFlags.y;
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vec3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
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float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
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return clamp((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4), 0.0, 1.0);
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}
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vec3 EvaluateAdditionalLight(AdditionalLightData light, vec3 normalWS, vec3 positionWS) {
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float lightType = light.directionAndType.w;
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vec3 lightColor = light.colorAndIntensity.rgb;
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float lightIntensity = light.colorAndIntensity.w;
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vec3 directionToLightWS = vec3(0.0);
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float attenuation = 1.0;
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if (lightType < 0.5) {
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directionToLightWS = normalize(light.directionAndType.xyz);
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} else {
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vec3 lightVectorWS = light.positionAndRange.xyz - positionWS;
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float distanceSq = dot(lightVectorWS, lightVectorWS);
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if (distanceSq <= 1e-6) {
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return vec3(0.0);
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}
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directionToLightWS = normalize(lightVectorWS);
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attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
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if (attenuation <= 0.0) {
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return vec3(0.0);
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}
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if (lightType > 1.5) {
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attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
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if (attenuation <= 0.0) {
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return vec3(0.0);
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}
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}
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}
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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if (diffuse <= 0.0) {
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return vec3(0.0);
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}
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return lightColor * (diffuse * lightIntensity * attenuation);
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}
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void main() {
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vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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int additionalLightCount = min(int(gLightingParams.x + 0.5), XC_MAX_ADDITIONAL_LIGHTS);
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if (gMainLightColorAndFlags.w < 0.5 && additionalLightCount == 0) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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float shadowAttenuation = diffuse > 0.0
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? ComputeShadowAttenuation(vPositionWS)
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: 1.0;
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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vec3 lighting = gLightingParams.yyy;
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if (gMainLightColorAndFlags.w >= 0.5) {
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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float shadowAttenuation = diffuse > 0.0
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? ComputeShadowAttenuation(vPositionWS)
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: 1.0;
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lighting +=
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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}
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for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
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if (lightIndex >= additionalLightCount) {
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break;
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}
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lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, vPositionWS);
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}
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -11,9 +11,20 @@ cbuffer PerObjectConstants : register(b0) {
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float4x4 gNormalMatrix;
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};
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static const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData {
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float4 colorAndIntensity;
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float4 positionAndRange;
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float4 directionAndType;
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float4 spotAnglesAndFlags;
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};
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cbuffer LightingConstants : register(b1) {
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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float4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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cbuffer MaterialConstants : register(b2) {
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@@ -59,19 +70,97 @@ float ComputeShadowAttenuation(float3 positionWS) {
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return receiverDepth <= shadowDepth ? 1.0f : (1.0f - shadowStrength);
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}
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float ComputeRangeAttenuation(float distanceSq, float range) {
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if (range <= 0.0f) {
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return 0.0f;
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}
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const float clampedRange = max(range, 0.0001f);
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const float rangeSq = clampedRange * clampedRange;
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if (distanceSq >= rangeSq) {
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return 0.0f;
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}
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const float distance = sqrt(max(distanceSq, 0.0f));
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const float normalized = saturate(1.0f - distance / clampedRange);
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return normalized * normalized;
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}
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float ComputeSpotAttenuation(AdditionalLightData light, float3 directionToLightWS) {
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const float cosOuter = light.spotAnglesAndFlags.x;
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const float cosInner = light.spotAnglesAndFlags.y;
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const float3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
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const float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
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return saturate((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4f));
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}
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float3 EvaluateAdditionalLight(AdditionalLightData light, float3 normalWS, float3 positionWS) {
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const float lightType = light.directionAndType.w;
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const float3 lightColor = light.colorAndIntensity.rgb;
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const float lightIntensity = light.colorAndIntensity.w;
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float3 directionToLightWS = float3(0.0f, 0.0f, 0.0f);
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float attenuation = 1.0f;
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if (lightType < 0.5f) {
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directionToLightWS = normalize(light.directionAndType.xyz);
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} else {
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const float3 lightVectorWS = light.positionAndRange.xyz - positionWS;
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const float distanceSq = dot(lightVectorWS, lightVectorWS);
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if (distanceSq <= 1e-6f) {
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return 0.0f.xxx;
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}
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directionToLightWS = lightVectorWS * rsqrt(distanceSq);
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attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
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if (attenuation <= 0.0f) {
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return 0.0f.xxx;
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}
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if (lightType > 1.5f) {
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attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
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if (attenuation <= 0.0f) {
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return 0.0f.xxx;
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}
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}
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}
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const float diffuse = saturate(dot(normalWS, directionToLightWS));
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if (diffuse <= 0.0f) {
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return 0.0f.xxx;
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}
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return lightColor * (diffuse * lightIntensity * attenuation);
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}
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float4 MainPS(PSInput input) : SV_TARGET {
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float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.a < 0.5f) {
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const int additionalLightCount = min((int)gLightingParams.x, XC_MAX_ADDITIONAL_LIGHTS);
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if (gMainLightColorAndFlags.a < 0.5f && additionalLightCount == 0) {
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return baseColor;
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}
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float3 normalWS = normalize(input.normalWS);
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float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = saturate(dot(normalWS, directionToLightWS));
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float shadowAttenuation = diffuse > 0.0f
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? ComputeShadowAttenuation(input.positionWS)
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: 1.0f;
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float3 lighting = float3(0.28f, 0.28f, 0.28f) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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float3 lighting = gLightingParams.yyy;
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if (gMainLightColorAndFlags.a >= 0.5f) {
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float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = saturate(dot(normalWS, directionToLightWS));
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float shadowAttenuation = diffuse > 0.0f
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? ComputeShadowAttenuation(input.positionWS)
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: 1.0f;
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lighting +=
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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}
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[unroll]
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for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
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if (lightIndex >= additionalLightCount) {
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break;
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}
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lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, input.positionWS);
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}
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return float4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -14,6 +14,7 @@
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#include <XCEngine/RHI/RHISampler.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <array>
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#include <functional>
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#include <unordered_map>
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#include <vector>
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@@ -66,9 +67,21 @@ private:
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Math::Matrix4x4 normalMatrix = Math::Matrix4x4::Identity();
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};
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static constexpr Core::uint32 kMaxLightingAdditionalLightCount =
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RenderLightingData::kMaxAdditionalLightCount;
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struct AdditionalLightConstants {
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Math::Vector4 colorAndIntensity = Math::Vector4::Zero();
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Math::Vector4 positionAndRange = Math::Vector4::Zero();
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Math::Vector4 directionAndType = Math::Vector4::Zero();
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Math::Vector4 spotAnglesAndFlags = Math::Vector4::Zero();
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};
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struct LightingConstants {
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Math::Vector4 mainLightDirectionAndIntensity = Math::Vector4::Zero();
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Math::Vector4 mainLightColorAndFlags = Math::Vector4::Zero();
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Math::Vector4 lightingParams = Math::Vector4::Zero();
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std::array<AdditionalLightConstants, kMaxLightingAdditionalLightCount> additionalLights = {};
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};
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struct ShadowReceiverConstants {
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@@ -213,6 +226,8 @@ private:
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const Resources::Texture* ResolveTexture(const Resources::Material* material) const;
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RHI::RHIResourceView* ResolveTextureView(const VisibleRenderItem& visibleItem);
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static LightingConstants BuildLightingConstants(const RenderLightingData& lightingData);
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static AdditionalLightConstants BuildAdditionalLightConstants(const RenderAdditionalLightData& lightData);
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bool ExecuteForwardOpaquePass(const RenderPassContext& context);
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bool DrawVisibleItem(
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const RenderContext& context,
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@@ -15,6 +15,7 @@
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#include "Resources/Texture/Texture.h"
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#include <algorithm>
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#include <cmath>
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#include <cstddef>
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namespace XCEngine {
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@@ -52,6 +53,9 @@ private:
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namespace {
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constexpr float kForwardAmbientIntensity = 0.28f;
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constexpr float kSpotInnerAngleRatio = 0.8f;
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bool IsDepthFormat(RHI::Format format) {
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return format == RHI::Format::D24_UNorm_S8_UInt ||
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format == RHI::Format::D32_Float;
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@@ -866,6 +870,78 @@ RHI::RHIResourceView* BuiltinForwardPipeline::ResolveTextureView(
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return m_fallbackTextureView;
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}
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BuiltinForwardPipeline::LightingConstants BuiltinForwardPipeline::BuildLightingConstants(
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const RenderLightingData& lightingData) {
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LightingConstants lightingConstants = {};
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if (lightingData.HasMainDirectionalLight()) {
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lightingConstants.mainLightDirectionAndIntensity = Math::Vector4(
|
||||
lightingData.mainDirectionalLight.direction.x,
|
||||
lightingData.mainDirectionalLight.direction.y,
|
||||
lightingData.mainDirectionalLight.direction.z,
|
||||
lightingData.mainDirectionalLight.intensity);
|
||||
lightingConstants.mainLightColorAndFlags = Math::Vector4(
|
||||
lightingData.mainDirectionalLight.color.r,
|
||||
lightingData.mainDirectionalLight.color.g,
|
||||
lightingData.mainDirectionalLight.color.b,
|
||||
1.0f);
|
||||
}
|
||||
|
||||
const Core::uint32 additionalLightCount = std::min<Core::uint32>(
|
||||
lightingData.additionalLightCount,
|
||||
kMaxLightingAdditionalLightCount);
|
||||
lightingConstants.lightingParams = Math::Vector4(
|
||||
static_cast<float>(additionalLightCount),
|
||||
kForwardAmbientIntensity,
|
||||
0.0f,
|
||||
0.0f);
|
||||
|
||||
for (Core::uint32 index = 0; index < additionalLightCount; ++index) {
|
||||
lightingConstants.additionalLights[index] =
|
||||
BuildAdditionalLightConstants(lightingData.additionalLights[index]);
|
||||
}
|
||||
|
||||
return lightingConstants;
|
||||
}
|
||||
|
||||
BuiltinForwardPipeline::AdditionalLightConstants BuiltinForwardPipeline::BuildAdditionalLightConstants(
|
||||
const RenderAdditionalLightData& lightData) {
|
||||
AdditionalLightConstants constants = {};
|
||||
constants.colorAndIntensity = Math::Vector4(
|
||||
lightData.color.r,
|
||||
lightData.color.g,
|
||||
lightData.color.b,
|
||||
lightData.intensity);
|
||||
constants.positionAndRange = Math::Vector4(
|
||||
lightData.position.x,
|
||||
lightData.position.y,
|
||||
lightData.position.z,
|
||||
lightData.range);
|
||||
constants.directionAndType = Math::Vector4(
|
||||
lightData.direction.x,
|
||||
lightData.direction.y,
|
||||
lightData.direction.z,
|
||||
static_cast<float>(lightData.type));
|
||||
|
||||
if (lightData.type == RenderLightType::Spot) {
|
||||
const float outerHalfAngleRadians = Math::Radians(lightData.spotAngle * 0.5f);
|
||||
const float innerHalfAngleRadians = outerHalfAngleRadians * kSpotInnerAngleRatio;
|
||||
constants.spotAnglesAndFlags = Math::Vector4(
|
||||
std::cos(outerHalfAngleRadians),
|
||||
std::cos(innerHalfAngleRadians),
|
||||
lightData.castsShadows ? 1.0f : 0.0f,
|
||||
0.0f);
|
||||
} else {
|
||||
constants.spotAnglesAndFlags = Math::Vector4(
|
||||
0.0f,
|
||||
0.0f,
|
||||
lightData.castsShadows ? 1.0f : 0.0f,
|
||||
0.0f);
|
||||
}
|
||||
|
||||
return constants;
|
||||
}
|
||||
|
||||
bool BuiltinForwardPipeline::DrawVisibleItem(
|
||||
const RenderContext& context,
|
||||
const RenderSceneData& sceneData,
|
||||
@@ -891,22 +967,7 @@ bool BuiltinForwardPipeline::DrawVisibleItem(
|
||||
visibleItem.localToWorld.Transpose(),
|
||||
visibleItem.localToWorld.Inverse()
|
||||
};
|
||||
const LightingConstants lightingConstants = {
|
||||
sceneData.lighting.HasMainDirectionalLight()
|
||||
? Math::Vector4(
|
||||
sceneData.lighting.mainDirectionalLight.direction.x,
|
||||
sceneData.lighting.mainDirectionalLight.direction.y,
|
||||
sceneData.lighting.mainDirectionalLight.direction.z,
|
||||
sceneData.lighting.mainDirectionalLight.intensity)
|
||||
: Math::Vector4::Zero(),
|
||||
sceneData.lighting.HasMainDirectionalLight()
|
||||
? Math::Vector4(
|
||||
sceneData.lighting.mainDirectionalLight.color.r,
|
||||
sceneData.lighting.mainDirectionalLight.color.g,
|
||||
sceneData.lighting.mainDirectionalLight.color.b,
|
||||
1.0f)
|
||||
: Math::Vector4::Zero()
|
||||
};
|
||||
const LightingConstants lightingConstants = BuildLightingConstants(sceneData.lighting);
|
||||
const ShadowReceiverConstants shadowReceiverConstants = {
|
||||
sceneData.lighting.HasMainDirectionalShadow()
|
||||
? sceneData.lighting.mainDirectionalShadow.viewProjection
|
||||
|
||||
Reference in New Issue
Block a user