mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-22 15:02:54 +08:00
Fixed capsule lights rendering
This commit is contained in:
parent
66b512e8b6
commit
6becfaea95
@ -68,6 +68,30 @@ float3 GetReflectedDir(float3 camRel, float3 norm)
|
|||||||
return refl;
|
return refl;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float4 GetLineSegmentNearestPoint(float3 v, float3 a, float3 b)
|
||||||
|
{
|
||||||
|
float3 ab = b - a;
|
||||||
|
float3 av = v - a;
|
||||||
|
if (dot(av, ab) <= 0.0f)// Point is lagging behind start of the segment, so perpendicular distance is not viable.
|
||||||
|
{
|
||||||
|
return float4(av, length(av));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float3 bv = v - b;
|
||||||
|
if (dot(bv, ab) >= 0.0f)// Point is advanced past the end of the segment, so perpendicular distance is not viable.
|
||||||
|
{
|
||||||
|
return float4(bv, length(bv));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float3 abv = cross(ab, av);
|
||||||
|
float d = length(abv) / length(ab);
|
||||||
|
return float4(normalize(cross(abv, ab)) * d, d); //improve this!
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
float3 DeferredDirectionalLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance)
|
float3 DeferredDirectionalLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance)
|
||||||
{
|
{
|
||||||
@ -87,7 +111,15 @@ float4 DeferredLODLight(float3 camRel, float3 norm, float4 diffuse, float4 specu
|
|||||||
LODLight lodlight = LODLights[iid];
|
LODLight lodlight = LODLights[iid];
|
||||||
float3 srpos = lodlight.Position - (camRel + CameraPos.xyz); //light position relative to surface position
|
float3 srpos = lodlight.Position - (camRel + CameraPos.xyz); //light position relative to surface position
|
||||||
float ldist = length(srpos);
|
float ldist = length(srpos);
|
||||||
if (ldist > lodlight.Falloff) return 0; //out of range of the light... TODO: capsules!
|
if (LightType == 4)//capsule
|
||||||
|
{
|
||||||
|
float3 ext = lodlight.Direction.xyz * lodlight.OuterAngleOrCapExt;
|
||||||
|
float4 lsn = GetLineSegmentNearestPoint(srpos, ext, -ext);
|
||||||
|
ldist = lsn.w;
|
||||||
|
srpos.xyz = lsn.xyz;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ldist > lodlight.Falloff) return 0; //out of range of the light...
|
||||||
if (ldist <= 0) return 0;
|
if (ldist <= 0) return 0;
|
||||||
|
|
||||||
float4 rgbi = Unpack4x8UNF(lodlight.Colour).gbar;
|
float4 rgbi = Unpack4x8UNF(lodlight.Colour).gbar;
|
||||||
@ -132,7 +164,14 @@ float4 DeferredLight(float3 camRel, float3 norm, float4 diffuse, float4 specular
|
|||||||
{
|
{
|
||||||
float3 srpos = InstPosition - camRel; //light position relative to surface position
|
float3 srpos = InstPosition - camRel; //light position relative to surface position
|
||||||
float ldist = length(srpos);
|
float ldist = length(srpos);
|
||||||
if (ldist > InstFalloff) return 0; //out of range of the light... TODO: capsules!
|
if (InstType == 4)//capsule
|
||||||
|
{
|
||||||
|
float3 ext = InstDirection.xyz * (InstCapsuleExtent.y * 0.5);
|
||||||
|
float4 lsn = GetLineSegmentNearestPoint(srpos, ext, -ext);
|
||||||
|
ldist = lsn.w;
|
||||||
|
srpos.xyz = lsn.xyz;
|
||||||
|
}
|
||||||
|
if (ldist > InstFalloff) return 0;
|
||||||
if (ldist <= 0) return 0;
|
if (ldist <= 0) return 0;
|
||||||
|
|
||||||
float d = dot(srpos, InstCullingPlaneNormal) - InstCullingPlaneOffset;
|
float d = dot(srpos, InstCullingPlaneNormal) - InstCullingPlaneOffset;
|
||||||
@ -159,7 +198,7 @@ float4 DeferredLight(float3 camRel, float3 norm, float4 diffuse, float4 specular
|
|||||||
}
|
}
|
||||||
else if (InstType == 4)//capsule
|
else if (InstType == 4)//capsule
|
||||||
{
|
{
|
||||||
lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent); //TODO! proper capsule lighting... (use point-line dist!)
|
lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
pclit *= lamt;
|
pclit *= lamt;
|
||||||
|
@ -56,7 +56,7 @@ VS_Output main(float4 ipos : POSITION, uint iid : SV_InstanceID)
|
|||||||
else if (InstType == 4)//capsule
|
else if (InstType == 4)//capsule
|
||||||
{
|
{
|
||||||
float3 cpos = ipos.xyz * extent;
|
float3 cpos = ipos.xyz * extent;
|
||||||
cpos += InstCapsuleExtent * (ipos.w * 2 - 1) * 0.1;
|
cpos.y += abs(InstCapsuleExtent.y) * (ipos.w - 0.5);
|
||||||
opos = (cpos.x * InstTangentX.xyz) + (cpos.y * InstDirection.xyz) + (cpos.z * InstTangentY.xyz);
|
opos = (cpos.x * InstTangentX.xyz) + (cpos.y * InstDirection.xyz) + (cpos.z * InstTangentY.xyz);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1503,7 +1503,7 @@ namespace CodeWalker.Rendering
|
|||||||
spots.Add(light);
|
spots.Add(light);
|
||||||
break;
|
break;
|
||||||
case LightType.Capsule:
|
case LightType.Capsule:
|
||||||
light.OuterAngleOrCapExt = ll.coneOuterAngleOrCapExt[i] * 0.1f;//is this right?
|
light.OuterAngleOrCapExt = ll.coneOuterAngleOrCapExt[i] * 0.25f;
|
||||||
caps.Add(light);
|
caps.Add(light);
|
||||||
break;
|
break;
|
||||||
default: break;//just checking...
|
default: break;//just checking...
|
||||||
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Loading…
Reference in New Issue
Block a user