HD lights rendering in interiors

This commit is contained in:
dexy
2019-12-05 03:40:52 +11:00
Unverified
parent f333e64812
commit c6aa4c7baf
15 changed files with 412 additions and 87 deletions
+34 -45
View File
@@ -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;
}