mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-21 22:42:54 +08:00
HD lights rendering in interiors
This commit is contained in:
parent
f333e64812
commit
c6aa4c7baf
@ -434,6 +434,16 @@
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="LightPS_MS.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.1</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.1</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.1</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.1</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="LightVS.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||
|
@ -268,6 +268,9 @@
|
||||
<FxCompile Include="LodLightsPS_MS.hlsl">
|
||||
<Filter>Lights</Filter>
|
||||
</FxCompile>
|
||||
<FxCompile Include="LightPS_MS.hlsl">
|
||||
<Filter>Lights</Filter>
|
||||
</FxCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="BasicPS.hlsli">
|
||||
|
@ -1,9 +1,6 @@
|
||||
#include "LightPS.hlsli"
|
||||
|
||||
|
||||
//currently unused - TODO: implement individual HD lights here
|
||||
|
||||
|
||||
Texture2D DepthTex : register(t0);
|
||||
Texture2D DiffuseTex : register(t2);
|
||||
Texture2D NormalTex : register(t3);
|
||||
@ -14,11 +11,10 @@ struct VS_Output
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
float4 Screen : TEXCOORD0;
|
||||
uint IID : SV_INSTANCEID;
|
||||
};
|
||||
|
||||
|
||||
PS_OUTPUT main(VS_Output input)
|
||||
float4 main(VS_Output input) : SV_TARGET
|
||||
{
|
||||
uint3 ssloc = uint3(input.Pos.xy, 0); //pixel location
|
||||
float depth = DepthTex.Load(ssloc).r;
|
||||
@ -29,39 +25,14 @@ PS_OUTPUT main(VS_Output input)
|
||||
float4 specular = SpecularTex.Load(ssloc);
|
||||
float4 irradiance = IrradianceTex.Load(ssloc);
|
||||
|
||||
|
||||
PS_OUTPUT output;
|
||||
output.Depth = input.Pos.z;
|
||||
|
||||
switch (RenderMode)
|
||||
{
|
||||
case 5: output.Colour = float4(diffuse.rgb, 1); return output;
|
||||
case 6: output.Colour = float4(normal.rgb, 1); return output;
|
||||
case 7: output.Colour = float4(specular.rgb, 1); return output;
|
||||
}
|
||||
|
||||
|
||||
float4 spos = float4(input.Screen.xy/input.Screen.w, depth, 1);
|
||||
float4 cpos = mul(spos, ViewProjInv);
|
||||
float3 camRel = cpos.xyz * (1/cpos.w);
|
||||
float3 norm = normal.xyz * 2 - 1;
|
||||
|
||||
|
||||
if (LightType == 0) //directional light
|
||||
{
|
||||
float3 c = DeferredDirectionalLight(camRel, norm, diffuse, specular, irradiance);
|
||||
|
||||
PS_OUTPUT output;
|
||||
output.Colour = float4(c, 1);
|
||||
output.Depth = depth;
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
float4 lcol = DeferredLODLight(camRel, norm, diffuse, specular, irradiance, input.IID);
|
||||
float4 lcol = DeferredLight(camRel, norm, diffuse, specular, irradiance);
|
||||
if (lcol.a <= 0) discard;
|
||||
|
||||
output.Colour = lcol;
|
||||
return output;
|
||||
return lcol;
|
||||
}
|
||||
|
||||
|
@ -22,6 +22,23 @@ cbuffer PSLightVars : register(b0)
|
||||
float SampleMult;//for MSAA
|
||||
}
|
||||
|
||||
cbuffer PSLightInstVars : register(b2)
|
||||
{
|
||||
float3 InstPosition;//camera relative
|
||||
float InstIntensity;
|
||||
float3 InstColour;
|
||||
float InstFalloff;
|
||||
float3 InstDirection;
|
||||
float InstFalloffExponent;
|
||||
float3 InstTangentX;
|
||||
float InstConeInnerAngle;
|
||||
float3 InstTangentY;
|
||||
float InstConeOuterAngle;
|
||||
float3 InstCapsuleExtent;
|
||||
uint InstType;
|
||||
float3 InstCullingPlaneNormal;
|
||||
float InstCullingPlaneOffset;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@ -52,8 +69,6 @@ float3 GetReflectedDir(float3 camRel, float3 norm)
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
float3 DeferredDirectionalLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance)
|
||||
{
|
||||
float3 refl = GetReflectedDir(camRel, norm);
|
||||
@ -88,7 +103,7 @@ float4 DeferredLODLight(float3 camRel, float3 norm, float4 diffuse, float4 specu
|
||||
else if (LightType == 2)//spot (cone)
|
||||
{
|
||||
float ang = acos(-dot(ldir, lodlight.Direction));
|
||||
float iang = lodlight.InnerAngle * 0.01745329;
|
||||
float iang = lodlight.InnerAngle * 0.01745329 * 0.5;
|
||||
float oang = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5;
|
||||
if (ang > oang) return 0;
|
||||
lamt *= saturate(1 - ((ang - iang) / (oang - iang)));
|
||||
@ -113,5 +128,52 @@ float4 DeferredLODLight(float3 camRel, float3 norm, float4 diffuse, float4 specu
|
||||
return float4(lcol, 1);
|
||||
}
|
||||
|
||||
float4 DeferredLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance)
|
||||
{
|
||||
float3 srpos = InstPosition - camRel; //light position relative to surface position
|
||||
float ldist = length(srpos);
|
||||
if (ldist > InstFalloff) return 0; //out of range of the light... TODO: capsules!
|
||||
if (ldist <= 0) return 0;
|
||||
|
||||
float4 rgbi = float4(InstColour, InstIntensity);
|
||||
float3 lcol = rgbi.rgb;// * rgbi.a; // * 5.0f;
|
||||
float3 ldir = srpos / ldist;
|
||||
float pclit = saturate(dot(ldir, norm));
|
||||
float lamt = 1;
|
||||
|
||||
if (InstType == 1)//point (sphere)
|
||||
{
|
||||
lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent);
|
||||
}
|
||||
else if (InstType == 2)//spot (cone)
|
||||
{
|
||||
float ang = acos(-dot(ldir, InstDirection));
|
||||
float iang = InstConeInnerAngle * 0.01745329 * 0.5;
|
||||
float oang = InstConeOuterAngle * 0.01745329 * 0.5;
|
||||
if (ang > oang) return 0;
|
||||
lamt *= saturate(1 - ((ang - iang) / (oang - iang)));
|
||||
lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent);
|
||||
}
|
||||
else if (InstType == 4)//capsule
|
||||
{
|
||||
lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent); //TODO! proper capsule lighting... (use point-line dist!)
|
||||
}
|
||||
|
||||
pclit *= lamt;
|
||||
|
||||
if (pclit <= 0) return 0;
|
||||
|
||||
float3 refl = GetReflectedDir(camRel, norm);
|
||||
float specb = saturate(dot(refl, ldir));
|
||||
float specp = max(exp(specb * 10) - 1, 0);
|
||||
float3 spec = lcol * (0.00006 * specp * specular.r * lamt);
|
||||
|
||||
lcol = lcol * diffuse.rgb * pclit + spec;
|
||||
|
||||
return float4(lcol, 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
52
CodeWalker.Shaders/LightPS_MS.hlsl
Normal file
52
CodeWalker.Shaders/LightPS_MS.hlsl
Normal file
@ -0,0 +1,52 @@
|
||||
#include "LightPS.hlsli"
|
||||
|
||||
|
||||
Texture2DMS<float> DepthTex : register(t0);
|
||||
Texture2DMS<float4> DiffuseTex : register(t2);
|
||||
Texture2DMS<float4> NormalTex : register(t3);
|
||||
Texture2DMS<float4> SpecularTex : register(t4);
|
||||
Texture2DMS<float4> IrradianceTex : register(t5);
|
||||
|
||||
struct VS_Output
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
float4 Screen : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 main(VS_Output input) : SV_TARGET
|
||||
{
|
||||
uint2 ssloc = uint2(input.Pos.xy); //pixel location
|
||||
float2 spos = float2(input.Screen.xy / input.Screen.w);
|
||||
float4 c = 0;
|
||||
float d = 0;
|
||||
int sc = min(SampleCount, 8);
|
||||
|
||||
[unroll]
|
||||
for (int i = 0; i < sc; i++)
|
||||
{
|
||||
float depth = DepthTex.Load(ssloc, i);
|
||||
if (depth == 0) continue; //no existing subpixel rendered here
|
||||
|
||||
float4 diffuse = DiffuseTex.Load(ssloc, i);
|
||||
float4 normal = NormalTex.Load(ssloc, i);
|
||||
float4 specular = SpecularTex.Load(ssloc, i);
|
||||
float4 irradiance = IrradianceTex.Load(ssloc, i);
|
||||
|
||||
float4 cpos = mul(float4(spos, depth, 1), ViewProjInv);
|
||||
float3 camRel = cpos.xyz * (1 / cpos.w);
|
||||
float3 norm = normal.xyz * 2 - 1;
|
||||
|
||||
float4 colour = DeferredLight(camRel, norm, diffuse, specular, irradiance);
|
||||
|
||||
c += colour;
|
||||
d += depth;
|
||||
}
|
||||
|
||||
c *= SampleMult;
|
||||
d *= SampleMult;
|
||||
|
||||
if (d <= 0) discard;
|
||||
|
||||
return c;
|
||||
}
|
||||
|
@ -1,28 +1,10 @@
|
||||
#include "Common.hlsli"
|
||||
|
||||
//currently unused - TODO: implement individual HD lights here
|
||||
|
||||
|
||||
|
||||
struct LODLight
|
||||
{
|
||||
float3 Position;
|
||||
uint Colour;
|
||||
float3 Direction;
|
||||
uint TimeAndStateFlags;
|
||||
float4 TangentX;
|
||||
float4 TangentY;
|
||||
float Falloff;
|
||||
float FalloffExponent;
|
||||
float InnerAngle; //for cone
|
||||
float OuterAngleOrCapExt; //outer angle for cone, cap extent for capsule
|
||||
};
|
||||
|
||||
struct VS_Output
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
float4 Screen : TEXCOORD0;
|
||||
uint IID : SV_INSTANCEID;
|
||||
};
|
||||
|
||||
|
||||
@ -36,44 +18,51 @@ cbuffer VSLightVars : register(b0)
|
||||
uint Pad1;
|
||||
}
|
||||
|
||||
StructuredBuffer<LODLight> LODLights : register(t0);
|
||||
cbuffer VSLightInstVars : register(b1)
|
||||
{
|
||||
float3 InstPosition;//camera relative
|
||||
float InstIntensity;
|
||||
float3 InstColour;
|
||||
float InstFalloff;
|
||||
float3 InstDirection;
|
||||
float InstFalloffExponent;
|
||||
float3 InstTangentX;
|
||||
float InstConeInnerAngle;
|
||||
float3 InstTangentY;
|
||||
float InstConeOuterAngle;
|
||||
float3 InstCapsuleExtent;
|
||||
uint InstType;
|
||||
float3 InstCullingPlaneNormal;
|
||||
float InstCullingPlaneOffset;
|
||||
}
|
||||
|
||||
|
||||
VS_Output main(float4 ipos : POSITION, uint iid : SV_InstanceID)
|
||||
{
|
||||
float3 opos = 0;
|
||||
if (LightType > 0)
|
||||
|
||||
float extent = InstFalloff;
|
||||
if (InstType == 1)//point (sphere)
|
||||
{
|
||||
LODLight lodlight = LODLights[iid];
|
||||
float extent = lodlight.Falloff;
|
||||
|
||||
if (LightType == 1)//point (sphere)
|
||||
{
|
||||
opos = ipos.xyz * extent;
|
||||
}
|
||||
else if (LightType == 2)//spot (cone)
|
||||
{
|
||||
float arads = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5; // deg -> rad
|
||||
float3 cpos = ipos.xyz * (tan(arads) * extent);
|
||||
cpos.y += ipos.w * extent;
|
||||
opos = (cpos.x * lodlight.TangentX.xyz) + (cpos.y * lodlight.Direction.xyz) + (cpos.z * lodlight.TangentY.xyz);
|
||||
}
|
||||
else if (LightType == 4)//capsule
|
||||
{
|
||||
float3 cpos = ipos.xyz * extent;
|
||||
cpos.y += (ipos.w*2-1) * lodlight.OuterAngleOrCapExt * 0.1;
|
||||
opos = (cpos.x * lodlight.TangentX.xyz) + (cpos.y * lodlight.Direction.xyz) + (cpos.z * lodlight.TangentY.xyz);
|
||||
}
|
||||
opos += (lodlight.Position - CameraPos.xyz);
|
||||
opos = ipos.xyz * extent;
|
||||
}
|
||||
else
|
||||
else if (InstType == 2)//spot (cone)
|
||||
{
|
||||
opos = ipos.xyz;
|
||||
float arads = InstConeOuterAngle * 0.01745329 * 0.5; // deg -> rad
|
||||
float3 cpos = ipos.xyz * (tan(arads) * extent);
|
||||
cpos.y += ipos.w * extent;
|
||||
opos = (cpos.x * InstTangentX) + (cpos.y * InstDirection) + (cpos.z * InstTangentY);
|
||||
}
|
||||
float4 spos = mul(float4(opos, 1), ViewProj);
|
||||
else if (InstType == 4)//capsule
|
||||
{
|
||||
float3 cpos = ipos.xyz * extent;
|
||||
cpos += InstCapsuleExtent * (ipos.w * 2 - 1) * 0.1;
|
||||
opos = (cpos.x * InstTangentX.xyz) + (cpos.y * InstDirection.xyz) + (cpos.z * InstTangentY.xyz);
|
||||
}
|
||||
|
||||
float4 spos = mul(float4(opos + InstPosition, 1), ViewProj);
|
||||
VS_Output output;
|
||||
output.Pos = spos;
|
||||
output.Screen = spos;
|
||||
output.IID = iid;
|
||||
return output;
|
||||
}
|
||||
|
@ -26,12 +26,19 @@ namespace CodeWalker.Rendering
|
||||
public Quaternion Orientation;
|
||||
public Vector3 Scale;
|
||||
public uint TintPaletteIndex;
|
||||
public bool CastShadow;
|
||||
}
|
||||
public struct RenderableGeometryInst
|
||||
{
|
||||
public RenderableGeometry Geom;
|
||||
public RenderableInst Inst;
|
||||
}
|
||||
public struct RenderableLightInst
|
||||
{
|
||||
public RenderableLight Light;
|
||||
public Vector3 EntityPosition;
|
||||
public Quaternion EntityRotation;
|
||||
}
|
||||
|
||||
public struct RenderableBoundCompositeInst
|
||||
{
|
||||
@ -83,6 +90,10 @@ namespace CodeWalker.Rendering
|
||||
public ClothInstance Cloth;
|
||||
|
||||
|
||||
public RenderableLight[] Lights;
|
||||
|
||||
|
||||
|
||||
public override void Init(DrawableBase drawable)
|
||||
{
|
||||
Key = drawable;
|
||||
@ -146,6 +157,8 @@ namespace CodeWalker.Rendering
|
||||
|
||||
|
||||
|
||||
var fd = drawable as FragDrawable;
|
||||
var dd = drawable as Drawable;
|
||||
|
||||
|
||||
bool hasskeleton = false;
|
||||
@ -164,7 +177,6 @@ namespace CodeWalker.Rendering
|
||||
modeltransforms = skeleton.Transformations;
|
||||
|
||||
//for fragments, get the default pose from the root fragment...
|
||||
var fd = drawable as FragDrawable;
|
||||
if (fd != null)
|
||||
{
|
||||
var frag = fd.OwnerFragment;
|
||||
@ -306,6 +318,23 @@ namespace CodeWalker.Rendering
|
||||
|
||||
|
||||
|
||||
var lights = dd?.LightAttributes?.data_items;
|
||||
if ((lights == null) && (fd != null) && (fd?.OwnerFragment?.Drawable == fd))
|
||||
{
|
||||
lights = fd.OwnerFragment.LightAttributes?.data_items;
|
||||
}
|
||||
if (lights != null)
|
||||
{
|
||||
var rlights = new RenderableLight[lights.Length];
|
||||
for (int i = 0; i < lights.Length; i++)
|
||||
{
|
||||
var rlight = new RenderableLight();
|
||||
rlight.Owner = this;
|
||||
rlight.Init(ref lights[i]);
|
||||
rlights[i] = rlight;
|
||||
}
|
||||
Lights = rlights;
|
||||
}
|
||||
|
||||
|
||||
UpdateBoneTransforms();
|
||||
@ -1300,6 +1329,47 @@ namespace CodeWalker.Rendering
|
||||
}
|
||||
}
|
||||
|
||||
public class RenderableLight
|
||||
{
|
||||
public Renderable Owner;
|
||||
public Vector3 Position;
|
||||
public Vector3 Colour;
|
||||
public Vector3 Direction;
|
||||
public Vector3 TangentX;
|
||||
public Vector3 TangentY;
|
||||
public LightType Type;
|
||||
public float Intensity;
|
||||
public float Falloff;
|
||||
public float FalloffExponent;
|
||||
public float ConeInnerAngle;
|
||||
public float ConeOuterAngle;
|
||||
public Vector3 CapsuleExtent;
|
||||
public Vector3 CullingPlaneNormal;
|
||||
public float CullingPlaneOffset;
|
||||
public uint TimeFlags;
|
||||
public MetaHash TextureHash;
|
||||
|
||||
public void Init(ref LightAttributes_s l)
|
||||
{
|
||||
Position = l.Position;
|
||||
Colour = new Vector3(l.ColorR, l.ColorG, l.ColorB) * ((l.Intensity * 5.0f) / 255.0f);
|
||||
Direction = l.Direction;
|
||||
TangentX = l.Tangent;
|
||||
TangentY = Vector3.Cross(l.Direction, l.Tangent);
|
||||
Type = l.Type;
|
||||
Intensity = l.Intensity;
|
||||
Falloff = l.Falloff;
|
||||
FalloffExponent = l.FalloffExponent;
|
||||
ConeInnerAngle = l.ConeInnerAngle;
|
||||
ConeOuterAngle = l.ConeOuterAngle;
|
||||
CapsuleExtent = l.Extent;
|
||||
CullingPlaneNormal = l.CullingPlaneNormal;
|
||||
CullingPlaneOffset = l.CullingPlaneOffset;
|
||||
TimeFlags = l.TimeFlags;
|
||||
TextureHash = l.ProjectedTextureHash;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class RenderableInstanceBatch : RenderableCacheItem<YmapGrassInstanceBatch>
|
||||
{
|
||||
|
@ -102,7 +102,7 @@ namespace CodeWalker.Rendering
|
||||
public bool renderchildents = false;//when rendering single ymap, render root only or not...
|
||||
public bool renderentities = true;
|
||||
public bool rendergrass = true;
|
||||
public bool renderlights = false; //render individual drawable lights (TODO!)
|
||||
public bool renderlights = true; //render individual drawable lights
|
||||
public bool renderlodlights = true; //render LOD lights from ymaps
|
||||
public bool renderdistlodlights = true; //render distant lod lights (coronas)
|
||||
public bool rendercars = false;
|
||||
@ -1292,6 +1292,7 @@ namespace CodeWalker.Rendering
|
||||
rinst.Orientation = Quaternion.Identity;
|
||||
rinst.Scale = Vector3.One;
|
||||
rinst.TintPaletteIndex = 0;
|
||||
rinst.CastShadow = false;
|
||||
rinst.Renderable = sdrnd;
|
||||
shader.SetShader(context);
|
||||
shader.SetInputLayout(context, VertexType.PTT);
|
||||
@ -1383,6 +1384,7 @@ namespace CodeWalker.Rendering
|
||||
rinst.Orientation = Quaternion.Identity;
|
||||
rinst.Scale = frag.Scale;// Vector3.One;
|
||||
rinst.TintPaletteIndex = 0;
|
||||
rinst.CastShadow = false;
|
||||
rinst.Renderable = rnd;
|
||||
|
||||
shader.SetEntityVars(context, ref rinst);
|
||||
@ -2599,6 +2601,9 @@ namespace CodeWalker.Rendering
|
||||
Vector3 bscen = (arche != null) ? arche.BSCenter : rndbl.Key.BoundingCenter;
|
||||
float radius = (arche != null) ? arche.BSRadius : rndbl.Key.BoundingSphereRadius;
|
||||
float distance = 0;// (camrel + bscen).Length();
|
||||
bool interiorent = false;
|
||||
bool castshadow = true;
|
||||
|
||||
if (entity != null)
|
||||
{
|
||||
position = entity.Position;
|
||||
@ -2610,6 +2615,8 @@ namespace CodeWalker.Rendering
|
||||
bscen = entity.BSCenter;
|
||||
camrel += position;
|
||||
distance = entity.Distance;
|
||||
castshadow = (entity.MloParent == null);//don't cast sun/moon shadows if this is an interior entity - optimisation!
|
||||
interiorent = (entity.MloParent != null);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -2663,8 +2670,22 @@ namespace CodeWalker.Rendering
|
||||
RenderSkeleton(rndbl, entity);
|
||||
}
|
||||
|
||||
|
||||
if (renderlights && shaders.deferred && (rndbl.Lights != null) && interiorent)//only interior ents making lights! todo: fix LOD lights
|
||||
{
|
||||
var linst = new RenderableLightInst();
|
||||
for (int i = 0; i < rndbl.Lights.Length; i++)
|
||||
{
|
||||
linst.EntityPosition = position;
|
||||
linst.EntityRotation = orientation;
|
||||
linst.Light = rndbl.Lights[i];
|
||||
shaders.Enqueue(ref linst);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool retval = true;// false;
|
||||
if (rndbl.IsLoaded && (rndbl.AllTexturesLoaded || !waitforchildrentoload))
|
||||
if ((rndbl.AllTexturesLoaded || !waitforchildrentoload))
|
||||
{
|
||||
RenderableGeometryInst rginst = new RenderableGeometryInst();
|
||||
rginst.Inst.Renderable = rndbl;
|
||||
@ -2678,6 +2699,7 @@ namespace CodeWalker.Rendering
|
||||
rginst.Inst.BSCenter = bscen;
|
||||
rginst.Inst.Radius = radius;
|
||||
rginst.Inst.Distance = distance;
|
||||
rginst.Inst.CastShadow = castshadow;
|
||||
|
||||
|
||||
RenderableModel[] models = isselected ? rndbl.AllModels : rndbl.HDModels;
|
||||
|
@ -71,6 +71,7 @@ namespace CodeWalker.Rendering
|
||||
public List<ShaderRenderBucket> RenderBuckets = new List<ShaderRenderBucket>();
|
||||
public List<RenderableBoundGeometryInst> RenderBoundGeoms = new List<RenderableBoundGeometryInst>();
|
||||
public List<RenderableInstanceBatchInst> RenderInstBatches = new List<RenderableInstanceBatchInst>();
|
||||
public List<RenderableLightInst> RenderLights = new List<RenderableLightInst>();
|
||||
public List<RenderableLODLights> RenderLODLights = new List<RenderableLODLights>();
|
||||
public List<RenderableDistantLODLights> RenderDistLODLights = new List<RenderableDistantLODLights>();
|
||||
public List<RenderablePathBatch> RenderPathBatches = new List<RenderablePathBatch>();
|
||||
@ -326,6 +327,7 @@ namespace CodeWalker.Rendering
|
||||
|
||||
RenderBoundGeoms.Clear();
|
||||
RenderInstBatches.Clear();
|
||||
RenderLights.Clear();
|
||||
RenderLODLights.Clear();
|
||||
RenderDistLODLights.Clear();
|
||||
RenderPathBatches.Clear();
|
||||
@ -583,6 +585,14 @@ namespace CodeWalker.Rendering
|
||||
context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface
|
||||
DefScene.RenderLights(context, camera, RenderLODLights);
|
||||
}
|
||||
|
||||
if (RenderLights.Count > 0)
|
||||
{
|
||||
context.Rasterizer.State = rsSolid;
|
||||
context.OutputMerger.BlendState = bsAdd; //additive blend for lights...
|
||||
context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface
|
||||
DefScene.RenderLights(context, camera, RenderLights);
|
||||
}
|
||||
}
|
||||
|
||||
Basic.Deferred = false;
|
||||
@ -682,10 +692,13 @@ namespace CodeWalker.Rendering
|
||||
for (int g = 0; g < sbgeoms.Count; g++)
|
||||
{
|
||||
var sbgeom = sbgeoms[g];
|
||||
float idist = sbgeom.Inst.Distance - sbgeom.Inst.Radius;
|
||||
if (idist <= maxdist)
|
||||
if (sbgeom.Inst.CastShadow)
|
||||
{
|
||||
shadowcasters.Add(sbgeom);
|
||||
float idist = sbgeom.Inst.Distance - sbgeom.Inst.Radius;
|
||||
if (idist <= maxdist)
|
||||
{
|
||||
shadowcasters.Add(sbgeom);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -853,6 +866,10 @@ namespace CodeWalker.Rendering
|
||||
|
||||
batch.Geometries.Add(geom);
|
||||
}
|
||||
public void Enqueue(ref RenderableLightInst light)
|
||||
{
|
||||
RenderLights.Add(light);
|
||||
}
|
||||
public void Enqueue(ref RenderableBoundGeometryInst geom)
|
||||
{
|
||||
RenderBoundGeoms.Add(geom);
|
||||
|
@ -40,6 +40,23 @@ namespace CodeWalker.Rendering
|
||||
public uint SampleCount;//for MSAA
|
||||
public float SampleMult;//for MSAA
|
||||
}
|
||||
public struct DeferredLightInstVars
|
||||
{
|
||||
public Vector3 InstPosition;
|
||||
public float InstIntensity;
|
||||
public Vector3 InstColour;
|
||||
public float InstFalloff;
|
||||
public Vector3 InstDirection;
|
||||
public float InstFalloffExponent;
|
||||
public Vector3 InstTangentX;
|
||||
public float InstConeInnerAngle;
|
||||
public Vector3 InstTangentY;
|
||||
public float InstConeOuterAngle;
|
||||
public Vector3 InstCapsuleExtent;
|
||||
public uint InstType;
|
||||
public Vector3 InstCullingPlaneNormal;
|
||||
public float InstCullingPlaneOffset;
|
||||
}
|
||||
|
||||
public struct DeferredSSAAPSVars
|
||||
{
|
||||
@ -70,6 +87,9 @@ namespace CodeWalker.Rendering
|
||||
VertexShader LodLightVS;
|
||||
PixelShader LodLightPS;
|
||||
PixelShader LodLightMSPS;
|
||||
VertexShader LightVS;
|
||||
PixelShader LightPS;
|
||||
PixelShader LightMSPS;
|
||||
UnitCone LightCone;
|
||||
UnitSphere LightSphere;
|
||||
UnitCapsule LightCapsule;
|
||||
@ -79,6 +99,7 @@ namespace CodeWalker.Rendering
|
||||
|
||||
GpuVarsBuffer<DeferredLightVSVars> LightVSVars;
|
||||
GpuVarsBuffer<DeferredLightPSVars> LightPSVars;
|
||||
GpuVarsBuffer<DeferredLightInstVars> LightInstVars;
|
||||
|
||||
|
||||
|
||||
@ -113,6 +134,9 @@ namespace CodeWalker.Rendering
|
||||
byte[] bLodLightVS = File.ReadAllBytes("Shaders\\LodLightsVS.cso");
|
||||
byte[] bLodLightPS = File.ReadAllBytes("Shaders\\LodLightsPS.cso");
|
||||
byte[] bLodLightMSPS = File.ReadAllBytes("Shaders\\LodLightsPS_MS.cso");
|
||||
byte[] bLightVS = File.ReadAllBytes("Shaders\\LightVS.cso");
|
||||
byte[] bLightPS = File.ReadAllBytes("Shaders\\LightPS.cso");
|
||||
byte[] bLightMSPS = File.ReadAllBytes("Shaders\\LightPS_MS.cso");
|
||||
byte[] bFinalVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
|
||||
byte[] bSSAAPS = File.ReadAllBytes("Shaders\\PPSSAAPS.cso");
|
||||
|
||||
@ -120,12 +144,15 @@ namespace CodeWalker.Rendering
|
||||
DirLightPS = new PixelShader(device, bDirLightPS);
|
||||
LodLightVS = new VertexShader(device, bLodLightVS);
|
||||
LodLightPS = new PixelShader(device, bLodLightPS);
|
||||
LightVS = new VertexShader(device, bLightVS);
|
||||
LightPS = new PixelShader(device, bLightPS);
|
||||
|
||||
try
|
||||
{
|
||||
//error could happen here if the device isn't supporting feature level 10.1
|
||||
DirLightMSPS = new PixelShader(device, bDirLightMSPS);
|
||||
LodLightMSPS = new PixelShader(device, bLodLightMSPS);
|
||||
LightMSPS = new PixelShader(device, bLightMSPS);
|
||||
}
|
||||
catch
|
||||
{
|
||||
@ -145,6 +172,7 @@ namespace CodeWalker.Rendering
|
||||
|
||||
LightVSVars = new GpuVarsBuffer<DeferredLightVSVars>(device);
|
||||
LightPSVars = new GpuVarsBuffer<DeferredLightPSVars>(device);
|
||||
LightInstVars = new GpuVarsBuffer<DeferredLightInstVars>(device);
|
||||
|
||||
|
||||
FinalVS = new VertexShader(device, bFinalVS);
|
||||
@ -190,6 +218,11 @@ namespace CodeWalker.Rendering
|
||||
LightPSVars.Dispose();
|
||||
LightPSVars = null;
|
||||
}
|
||||
if (LightInstVars != null)
|
||||
{
|
||||
LightInstVars.Dispose();
|
||||
LightInstVars = null;
|
||||
}
|
||||
if (LightQuadLayout != null)
|
||||
{
|
||||
LightQuadLayout.Dispose();
|
||||
@ -245,6 +278,21 @@ namespace CodeWalker.Rendering
|
||||
LodLightVS.Dispose();
|
||||
LodLightVS = null;
|
||||
}
|
||||
if (LightPS != null)
|
||||
{
|
||||
LightPS.Dispose();
|
||||
LightPS = null;
|
||||
}
|
||||
if (LightMSPS != null)
|
||||
{
|
||||
LightMSPS.Dispose();
|
||||
LightMSPS = null;
|
||||
}
|
||||
if (LightVS != null)
|
||||
{
|
||||
LightVS.Dispose();
|
||||
LightVS = null;
|
||||
}
|
||||
if (SSAAPSVars != null)
|
||||
{
|
||||
SSAAPSVars.Dispose();
|
||||
@ -376,7 +424,6 @@ namespace CodeWalker.Rendering
|
||||
context.PixelShader.SetSamplers(0, null, null);
|
||||
}
|
||||
|
||||
|
||||
public void RenderLights(DeviceContext context, Camera camera, List<RenderableLODLights> lodlights)
|
||||
{
|
||||
//instanced rendering of all other lights, using appropriate shapes
|
||||
@ -456,8 +503,90 @@ namespace CodeWalker.Rendering
|
||||
context.PixelShader.SetSamplers(0, null, null);
|
||||
}
|
||||
|
||||
public void RenderLights(DeviceContext context, Camera camera, List<RenderableLightInst> lights)
|
||||
{
|
||||
//instanced rendering of all other lights, using appropriate shapes
|
||||
//blend mode: additive
|
||||
|
||||
|
||||
var ps = (MSAASampleCount > 1) ? LightMSPS : LightPS;
|
||||
|
||||
context.VertexShader.Set(LightVS);
|
||||
context.PixelShader.Set(ps);
|
||||
|
||||
LightVSVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
||||
LightVSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
|
||||
LightVSVars.Vars.LightType = 0;
|
||||
LightVSVars.Vars.IsLOD = 0;
|
||||
LightVSVars.Vars.Pad0 = 0;
|
||||
LightVSVars.Vars.Pad1 = 0;
|
||||
LightVSVars.Update(context);
|
||||
LightVSVars.SetVSCBuffer(context, 0);
|
||||
|
||||
LightPSVars.Vars.ViewProjInv = Matrix.Transpose(camera.ViewProjInvMatrix);
|
||||
LightPSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
|
||||
LightPSVars.Vars.EnableShadows = 0;
|
||||
LightPSVars.Vars.RenderMode = 0;
|
||||
LightPSVars.Vars.RenderModeIndex = 1;
|
||||
LightPSVars.Vars.RenderSamplerCoord = 0;
|
||||
LightPSVars.Vars.LightType = 0;
|
||||
LightPSVars.Vars.IsLOD = 0;
|
||||
LightPSVars.Vars.SampleCount = (uint)MSAASampleCount;
|
||||
LightPSVars.Vars.SampleMult = 1.0f / MSAASampleCount;
|
||||
LightPSVars.Update(context);
|
||||
LightPSVars.SetPSCBuffer(context, 0);
|
||||
|
||||
context.PixelShader.SetShaderResources(0, GBuffers.DepthSRV);
|
||||
context.PixelShader.SetShaderResources(2, GBuffers.SRVs);
|
||||
|
||||
|
||||
for (int i = 0; i < lights.Count; i++)
|
||||
{
|
||||
var li = lights[i];
|
||||
var rl = li.Light;
|
||||
|
||||
LightInstVars.Vars.InstPosition = li.EntityPosition + li.EntityRotation.Multiply(rl.Position) - camera.Position;
|
||||
LightInstVars.Vars.InstDirection = li.EntityRotation.Multiply(rl.Direction);
|
||||
LightInstVars.Vars.InstTangentX = li.EntityRotation.Multiply(rl.TangentX);
|
||||
LightInstVars.Vars.InstTangentY = li.EntityRotation.Multiply(rl.TangentY);
|
||||
LightInstVars.Vars.InstCapsuleExtent = li.EntityRotation.Multiply(rl.CapsuleExtent);
|
||||
LightInstVars.Vars.InstCullingPlaneNormal = li.EntityRotation.Multiply(rl.CullingPlaneNormal);
|
||||
LightInstVars.Vars.InstColour = rl.Colour;
|
||||
LightInstVars.Vars.InstIntensity = rl.Intensity;
|
||||
LightInstVars.Vars.InstFalloff = rl.Falloff;
|
||||
LightInstVars.Vars.InstFalloffExponent = rl.FalloffExponent;
|
||||
LightInstVars.Vars.InstConeInnerAngle = rl.ConeInnerAngle;
|
||||
LightInstVars.Vars.InstConeOuterAngle = rl.ConeOuterAngle;
|
||||
LightInstVars.Vars.InstType = (uint)rl.Type;
|
||||
LightInstVars.Vars.InstCullingPlaneOffset = rl.CullingPlaneOffset;
|
||||
LightInstVars.Update(context);
|
||||
LightInstVars.SetVSCBuffer(context, 1);
|
||||
LightInstVars.SetPSCBuffer(context, 2);
|
||||
|
||||
switch (rl.Type)
|
||||
{
|
||||
case LightType.Point:
|
||||
LightSphere.Draw(context);
|
||||
break;
|
||||
case LightType.Spot:
|
||||
LightCone.Draw(context);
|
||||
break;
|
||||
case LightType.Capsule:
|
||||
LightCapsule.Draw(context);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
context.VertexShader.Set(null);
|
||||
context.PixelShader.Set(null);
|
||||
context.PixelShader.SetShaderResources(0, null, null, null);
|
||||
context.PixelShader.SetSamplers(0, null, null);
|
||||
}
|
||||
|
||||
|
||||
public void SSAAPass(DeviceContext context)
|
||||
{
|
||||
|
Binary file not shown.
BIN
Shaders/LightPS_MS.cso
Normal file
BIN
Shaders/LightPS_MS.cso
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Loading…
Reference in New Issue
Block a user