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);
}