Consume bounded additional lights in forward-lit

This commit is contained in:
2026-04-05 16:15:12 +08:00
parent 9db0d82082
commit f03a8f63ec
10 changed files with 941 additions and 40 deletions

View File

@@ -10,9 +10,20 @@ layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gNormalMatrix;
};
const int XC_MAX_ADDITIONAL_LIGHTS = 8;
struct AdditionalLightData {
vec4 colorAndIntensity;
vec4 positionAndRange;
vec4 directionAndType;
vec4 spotAnglesAndFlags;
};
layout(std140, binding = 1) uniform LightingConstants {
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
vec4 gLightingParams;
AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
};
layout(std140, binding = 2) uniform MaterialConstants {
@@ -57,20 +68,97 @@ float ComputeShadowAttenuation(vec3 positionWS) {
return receiverDepth <= shadowDepth ? 1.0 : (1.0 - shadowStrength);
}
float ComputeRangeAttenuation(float distanceSq, float range) {
if (range <= 0.0) {
return 0.0;
}
float clampedRange = max(range, 0.0001);
float rangeSq = clampedRange * clampedRange;
if (distanceSq >= rangeSq) {
return 0.0;
}
float distance = sqrt(max(distanceSq, 0.0));
float normalized = clamp(1.0 - distance / clampedRange, 0.0, 1.0);
return normalized * normalized;
}
float ComputeSpotAttenuation(AdditionalLightData light, vec3 directionToLightWS) {
float cosOuter = light.spotAnglesAndFlags.x;
float cosInner = light.spotAnglesAndFlags.y;
vec3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
return clamp((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4), 0.0, 1.0);
}
vec3 EvaluateAdditionalLight(AdditionalLightData light, vec3 normalWS, vec3 positionWS) {
float lightType = light.directionAndType.w;
vec3 lightColor = light.colorAndIntensity.rgb;
float lightIntensity = light.colorAndIntensity.w;
vec3 directionToLightWS = vec3(0.0);
float attenuation = 1.0;
if (lightType < 0.5) {
directionToLightWS = normalize(light.directionAndType.xyz);
} else {
vec3 lightVectorWS = light.positionAndRange.xyz - positionWS;
float distanceSq = dot(lightVectorWS, lightVectorWS);
if (distanceSq <= 1e-6) {
return vec3(0.0);
}
directionToLightWS = normalize(lightVectorWS);
attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
if (attenuation <= 0.0) {
return vec3(0.0);
}
if (lightType > 1.5) {
attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
if (attenuation <= 0.0) {
return vec3(0.0);
}
}
}
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
if (diffuse <= 0.0) {
return vec3(0.0);
}
return lightColor * (diffuse * lightIntensity * attenuation);
}
void main() {
vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
if (gMainLightColorAndFlags.w < 0.5) {
int additionalLightCount = min(int(gLightingParams.x + 0.5), XC_MAX_ADDITIONAL_LIGHTS);
if (gMainLightColorAndFlags.w < 0.5 && additionalLightCount == 0) {
fragColor = baseColor;
return;
}
vec3 normalWS = normalize(vNormalWS);
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
float shadowAttenuation = diffuse > 0.0
? ComputeShadowAttenuation(vPositionWS)
: 1.0;
vec3 lighting = vec3(0.28) +
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
vec3 lighting = gLightingParams.yyy;
if (gMainLightColorAndFlags.w >= 0.5) {
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
float shadowAttenuation = diffuse > 0.0
? ComputeShadowAttenuation(vPositionWS)
: 1.0;
lighting +=
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
}
for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
if (lightIndex >= additionalLightCount) {
break;
}
lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, vPositionWS);
}
fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
}

View File

@@ -12,9 +12,20 @@ layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
mat4 gNormalMatrix;
};
const int XC_MAX_ADDITIONAL_LIGHTS = 8;
struct AdditionalLightData {
vec4 colorAndIntensity;
vec4 positionAndRange;
vec4 directionAndType;
vec4 spotAnglesAndFlags;
};
layout(set = 1, binding = 0, std140) uniform LightingConstants {
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
vec4 gLightingParams;
AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
};
layout(set = 2, binding = 0, std140) uniform MaterialConstants {
@@ -59,20 +70,97 @@ float ComputeShadowAttenuation(vec3 positionWS) {
return receiverDepth <= shadowDepth ? 1.0 : (1.0 - shadowStrength);
}
float ComputeRangeAttenuation(float distanceSq, float range) {
if (range <= 0.0) {
return 0.0;
}
float clampedRange = max(range, 0.0001);
float rangeSq = clampedRange * clampedRange;
if (distanceSq >= rangeSq) {
return 0.0;
}
float distance = sqrt(max(distanceSq, 0.0));
float normalized = clamp(1.0 - distance / clampedRange, 0.0, 1.0);
return normalized * normalized;
}
float ComputeSpotAttenuation(AdditionalLightData light, vec3 directionToLightWS) {
float cosOuter = light.spotAnglesAndFlags.x;
float cosInner = light.spotAnglesAndFlags.y;
vec3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
return clamp((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4), 0.0, 1.0);
}
vec3 EvaluateAdditionalLight(AdditionalLightData light, vec3 normalWS, vec3 positionWS) {
float lightType = light.directionAndType.w;
vec3 lightColor = light.colorAndIntensity.rgb;
float lightIntensity = light.colorAndIntensity.w;
vec3 directionToLightWS = vec3(0.0);
float attenuation = 1.0;
if (lightType < 0.5) {
directionToLightWS = normalize(light.directionAndType.xyz);
} else {
vec3 lightVectorWS = light.positionAndRange.xyz - positionWS;
float distanceSq = dot(lightVectorWS, lightVectorWS);
if (distanceSq <= 1e-6) {
return vec3(0.0);
}
directionToLightWS = normalize(lightVectorWS);
attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
if (attenuation <= 0.0) {
return vec3(0.0);
}
if (lightType > 1.5) {
attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
if (attenuation <= 0.0) {
return vec3(0.0);
}
}
}
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
if (diffuse <= 0.0) {
return vec3(0.0);
}
return lightColor * (diffuse * lightIntensity * attenuation);
}
void main() {
vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
if (gMainLightColorAndFlags.w < 0.5) {
int additionalLightCount = min(int(gLightingParams.x + 0.5), XC_MAX_ADDITIONAL_LIGHTS);
if (gMainLightColorAndFlags.w < 0.5 && additionalLightCount == 0) {
fragColor = baseColor;
return;
}
vec3 normalWS = normalize(vNormalWS);
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
float shadowAttenuation = diffuse > 0.0
? ComputeShadowAttenuation(vPositionWS)
: 1.0;
vec3 lighting = vec3(0.28) +
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
vec3 lighting = gLightingParams.yyy;
if (gMainLightColorAndFlags.w >= 0.5) {
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
float shadowAttenuation = diffuse > 0.0
? ComputeShadowAttenuation(vPositionWS)
: 1.0;
lighting +=
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
}
for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
if (lightIndex >= additionalLightCount) {
break;
}
lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, vPositionWS);
}
fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
}

View File

@@ -11,9 +11,20 @@ cbuffer PerObjectConstants : register(b0) {
float4x4 gNormalMatrix;
};
static const int XC_MAX_ADDITIONAL_LIGHTS = 8;
struct AdditionalLightData {
float4 colorAndIntensity;
float4 positionAndRange;
float4 directionAndType;
float4 spotAnglesAndFlags;
};
cbuffer LightingConstants : register(b1) {
float4 gMainLightDirectionAndIntensity;
float4 gMainLightColorAndFlags;
float4 gLightingParams;
AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
};
cbuffer MaterialConstants : register(b2) {
@@ -59,19 +70,97 @@ float ComputeShadowAttenuation(float3 positionWS) {
return receiverDepth <= shadowDepth ? 1.0f : (1.0f - shadowStrength);
}
float ComputeRangeAttenuation(float distanceSq, float range) {
if (range <= 0.0f) {
return 0.0f;
}
const float clampedRange = max(range, 0.0001f);
const float rangeSq = clampedRange * clampedRange;
if (distanceSq >= rangeSq) {
return 0.0f;
}
const float distance = sqrt(max(distanceSq, 0.0f));
const float normalized = saturate(1.0f - distance / clampedRange);
return normalized * normalized;
}
float ComputeSpotAttenuation(AdditionalLightData light, float3 directionToLightWS) {
const float cosOuter = light.spotAnglesAndFlags.x;
const float cosInner = light.spotAnglesAndFlags.y;
const float3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
const float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
return saturate((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4f));
}
float3 EvaluateAdditionalLight(AdditionalLightData light, float3 normalWS, float3 positionWS) {
const float lightType = light.directionAndType.w;
const float3 lightColor = light.colorAndIntensity.rgb;
const float lightIntensity = light.colorAndIntensity.w;
float3 directionToLightWS = float3(0.0f, 0.0f, 0.0f);
float attenuation = 1.0f;
if (lightType < 0.5f) {
directionToLightWS = normalize(light.directionAndType.xyz);
} else {
const float3 lightVectorWS = light.positionAndRange.xyz - positionWS;
const float distanceSq = dot(lightVectorWS, lightVectorWS);
if (distanceSq <= 1e-6f) {
return 0.0f.xxx;
}
directionToLightWS = lightVectorWS * rsqrt(distanceSq);
attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
if (attenuation <= 0.0f) {
return 0.0f.xxx;
}
if (lightType > 1.5f) {
attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
if (attenuation <= 0.0f) {
return 0.0f.xxx;
}
}
}
const float diffuse = saturate(dot(normalWS, directionToLightWS));
if (diffuse <= 0.0f) {
return 0.0f.xxx;
}
return lightColor * (diffuse * lightIntensity * attenuation);
}
float4 MainPS(PSInput input) : SV_TARGET {
float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
if (gMainLightColorAndFlags.a < 0.5f) {
const int additionalLightCount = min((int)gLightingParams.x, XC_MAX_ADDITIONAL_LIGHTS);
if (gMainLightColorAndFlags.a < 0.5f && additionalLightCount == 0) {
return baseColor;
}
float3 normalWS = normalize(input.normalWS);
float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = saturate(dot(normalWS, directionToLightWS));
float shadowAttenuation = diffuse > 0.0f
? ComputeShadowAttenuation(input.positionWS)
: 1.0f;
float3 lighting = float3(0.28f, 0.28f, 0.28f) +
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
float3 lighting = gLightingParams.yyy;
if (gMainLightColorAndFlags.a >= 0.5f) {
float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = saturate(dot(normalWS, directionToLightWS));
float shadowAttenuation = diffuse > 0.0f
? ComputeShadowAttenuation(input.positionWS)
: 1.0f;
lighting +=
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
}
[unroll]
for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
if (lightIndex >= additionalLightCount) {
break;
}
lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, input.positionWS);
}
return float4(baseColor.rgb * lighting, baseColor.a);
}

View File

@@ -14,6 +14,7 @@
#include <XCEngine/RHI/RHISampler.h>
#include <XCEngine/RHI/RHITexture.h>
#include <array>
#include <functional>
#include <unordered_map>
#include <vector>
@@ -66,9 +67,21 @@ private:
Math::Matrix4x4 normalMatrix = Math::Matrix4x4::Identity();
};
static constexpr Core::uint32 kMaxLightingAdditionalLightCount =
RenderLightingData::kMaxAdditionalLightCount;
struct AdditionalLightConstants {
Math::Vector4 colorAndIntensity = Math::Vector4::Zero();
Math::Vector4 positionAndRange = Math::Vector4::Zero();
Math::Vector4 directionAndType = Math::Vector4::Zero();
Math::Vector4 spotAnglesAndFlags = Math::Vector4::Zero();
};
struct LightingConstants {
Math::Vector4 mainLightDirectionAndIntensity = Math::Vector4::Zero();
Math::Vector4 mainLightColorAndFlags = Math::Vector4::Zero();
Math::Vector4 lightingParams = Math::Vector4::Zero();
std::array<AdditionalLightConstants, kMaxLightingAdditionalLightCount> additionalLights = {};
};
struct ShadowReceiverConstants {
@@ -213,6 +226,8 @@ private:
const Resources::Texture* ResolveTexture(const Resources::Material* material) const;
RHI::RHIResourceView* ResolveTextureView(const VisibleRenderItem& visibleItem);
static LightingConstants BuildLightingConstants(const RenderLightingData& lightingData);
static AdditionalLightConstants BuildAdditionalLightConstants(const RenderAdditionalLightData& lightData);
bool ExecuteForwardOpaquePass(const RenderPassContext& context);
bool DrawVisibleItem(
const RenderContext& context,

View File

@@ -15,6 +15,7 @@
#include "Resources/Texture/Texture.h"
#include <algorithm>
#include <cmath>
#include <cstddef>
namespace XCEngine {
@@ -52,6 +53,9 @@ private:
namespace {
constexpr float kForwardAmbientIntensity = 0.28f;
constexpr float kSpotInnerAngleRatio = 0.8f;
bool IsDepthFormat(RHI::Format format) {
return format == RHI::Format::D24_UNorm_S8_UInt ||
format == RHI::Format::D32_Float;
@@ -866,6 +870,78 @@ RHI::RHIResourceView* BuiltinForwardPipeline::ResolveTextureView(
return m_fallbackTextureView;
}
BuiltinForwardPipeline::LightingConstants BuiltinForwardPipeline::BuildLightingConstants(
const RenderLightingData& lightingData) {
LightingConstants lightingConstants = {};
if (lightingData.HasMainDirectionalLight()) {
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