HD lights rendering in interiors

This commit is contained in:
dexy 2019-12-05 03:40:52 +11:00
parent f333e64812
commit c6aa4c7baf
15 changed files with 412 additions and 87 deletions

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@ -434,6 +434,16 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile> </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"> <FxCompile Include="LightVS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>

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@ -268,6 +268,9 @@
<FxCompile Include="LodLightsPS_MS.hlsl"> <FxCompile Include="LodLightsPS_MS.hlsl">
<Filter>Lights</Filter> <Filter>Lights</Filter>
</FxCompile> </FxCompile>
<FxCompile Include="LightPS_MS.hlsl">
<Filter>Lights</Filter>
</FxCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="BasicPS.hlsli"> <None Include="BasicPS.hlsli">

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@ -1,9 +1,6 @@
#include "LightPS.hlsli" #include "LightPS.hlsli"
//currently unused - TODO: implement individual HD lights here
Texture2D DepthTex : register(t0); Texture2D DepthTex : register(t0);
Texture2D DiffuseTex : register(t2); Texture2D DiffuseTex : register(t2);
Texture2D NormalTex : register(t3); Texture2D NormalTex : register(t3);
@ -14,11 +11,10 @@ struct VS_Output
{ {
float4 Pos : SV_POSITION; float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0; 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 uint3 ssloc = uint3(input.Pos.xy, 0); //pixel location
float depth = DepthTex.Load(ssloc).r; float depth = DepthTex.Load(ssloc).r;
@ -29,39 +25,14 @@ PS_OUTPUT main(VS_Output input)
float4 specular = SpecularTex.Load(ssloc); float4 specular = SpecularTex.Load(ssloc);
float4 irradiance = IrradianceTex.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 spos = float4(input.Screen.xy/input.Screen.w, depth, 1);
float4 cpos = mul(spos, ViewProjInv); float4 cpos = mul(spos, ViewProjInv);
float3 camRel = cpos.xyz * (1/cpos.w); float3 camRel = cpos.xyz * (1/cpos.w);
float3 norm = normal.xyz * 2 - 1; float3 norm = normal.xyz * 2 - 1;
float4 lcol = DeferredLight(camRel, norm, diffuse, specular, irradiance);
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);
if (lcol.a <= 0) discard; if (lcol.a <= 0) discard;
output.Colour = lcol; return lcol;
return output;
} }

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@ -22,6 +22,23 @@ cbuffer PSLightVars : register(b0)
float SampleMult;//for MSAA 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 DeferredDirectionalLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance)
{ {
float3 refl = GetReflectedDir(camRel, norm); 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) else if (LightType == 2)//spot (cone)
{ {
float ang = acos(-dot(ldir, lodlight.Direction)); 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; float oang = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5;
if (ang > oang) return 0; if (ang > oang) return 0;
lamt *= saturate(1 - ((ang - iang) / (oang - iang))); 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); 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);
}

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@ -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;
}

View File

@ -1,28 +1,10 @@
#include "Common.hlsli" #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 struct VS_Output
{ {
float4 Pos : SV_POSITION; float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0; float4 Screen : TEXCOORD0;
uint IID : SV_INSTANCEID;
}; };
@ -36,44 +18,51 @@ cbuffer VSLightVars : register(b0)
uint Pad1; 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) VS_Output main(float4 ipos : POSITION, uint iid : SV_InstanceID)
{ {
float3 opos = 0; float3 opos = 0;
if (LightType > 0)
float extent = InstFalloff;
if (InstType == 1)//point (sphere)
{ {
LODLight lodlight = LODLights[iid]; opos = ipos.xyz * extent;
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);
} }
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; VS_Output output;
output.Pos = spos; output.Pos = spos;
output.Screen = spos; output.Screen = spos;
output.IID = iid;
return output; return output;
} }

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@ -26,12 +26,19 @@ namespace CodeWalker.Rendering
public Quaternion Orientation; public Quaternion Orientation;
public Vector3 Scale; public Vector3 Scale;
public uint TintPaletteIndex; public uint TintPaletteIndex;
public bool CastShadow;
} }
public struct RenderableGeometryInst public struct RenderableGeometryInst
{ {
public RenderableGeometry Geom; public RenderableGeometry Geom;
public RenderableInst Inst; public RenderableInst Inst;
} }
public struct RenderableLightInst
{
public RenderableLight Light;
public Vector3 EntityPosition;
public Quaternion EntityRotation;
}
public struct RenderableBoundCompositeInst public struct RenderableBoundCompositeInst
{ {
@ -83,6 +90,10 @@ namespace CodeWalker.Rendering
public ClothInstance Cloth; public ClothInstance Cloth;
public RenderableLight[] Lights;
public override void Init(DrawableBase drawable) public override void Init(DrawableBase drawable)
{ {
Key = drawable; Key = drawable;
@ -146,6 +157,8 @@ namespace CodeWalker.Rendering
var fd = drawable as FragDrawable;
var dd = drawable as Drawable;
bool hasskeleton = false; bool hasskeleton = false;
@ -164,7 +177,6 @@ namespace CodeWalker.Rendering
modeltransforms = skeleton.Transformations; modeltransforms = skeleton.Transformations;
//for fragments, get the default pose from the root fragment... //for fragments, get the default pose from the root fragment...
var fd = drawable as FragDrawable;
if (fd != null) if (fd != null)
{ {
var frag = fd.OwnerFragment; 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(); 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> public class RenderableInstanceBatch : RenderableCacheItem<YmapGrassInstanceBatch>
{ {

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@ -102,7 +102,7 @@ namespace CodeWalker.Rendering
public bool renderchildents = false;//when rendering single ymap, render root only or not... public bool renderchildents = false;//when rendering single ymap, render root only or not...
public bool renderentities = true; public bool renderentities = true;
public bool rendergrass = 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 renderlodlights = true; //render LOD lights from ymaps
public bool renderdistlodlights = true; //render distant lod lights (coronas) public bool renderdistlodlights = true; //render distant lod lights (coronas)
public bool rendercars = false; public bool rendercars = false;
@ -1292,6 +1292,7 @@ namespace CodeWalker.Rendering
rinst.Orientation = Quaternion.Identity; rinst.Orientation = Quaternion.Identity;
rinst.Scale = Vector3.One; rinst.Scale = Vector3.One;
rinst.TintPaletteIndex = 0; rinst.TintPaletteIndex = 0;
rinst.CastShadow = false;
rinst.Renderable = sdrnd; rinst.Renderable = sdrnd;
shader.SetShader(context); shader.SetShader(context);
shader.SetInputLayout(context, VertexType.PTT); shader.SetInputLayout(context, VertexType.PTT);
@ -1383,6 +1384,7 @@ namespace CodeWalker.Rendering
rinst.Orientation = Quaternion.Identity; rinst.Orientation = Quaternion.Identity;
rinst.Scale = frag.Scale;// Vector3.One; rinst.Scale = frag.Scale;// Vector3.One;
rinst.TintPaletteIndex = 0; rinst.TintPaletteIndex = 0;
rinst.CastShadow = false;
rinst.Renderable = rnd; rinst.Renderable = rnd;
shader.SetEntityVars(context, ref rinst); shader.SetEntityVars(context, ref rinst);
@ -2599,6 +2601,9 @@ namespace CodeWalker.Rendering
Vector3 bscen = (arche != null) ? arche.BSCenter : rndbl.Key.BoundingCenter; Vector3 bscen = (arche != null) ? arche.BSCenter : rndbl.Key.BoundingCenter;
float radius = (arche != null) ? arche.BSRadius : rndbl.Key.BoundingSphereRadius; float radius = (arche != null) ? arche.BSRadius : rndbl.Key.BoundingSphereRadius;
float distance = 0;// (camrel + bscen).Length(); float distance = 0;// (camrel + bscen).Length();
bool interiorent = false;
bool castshadow = true;
if (entity != null) if (entity != null)
{ {
position = entity.Position; position = entity.Position;
@ -2610,6 +2615,8 @@ namespace CodeWalker.Rendering
bscen = entity.BSCenter; bscen = entity.BSCenter;
camrel += position; camrel += position;
distance = entity.Distance; 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 else
{ {
@ -2663,8 +2670,22 @@ namespace CodeWalker.Rendering
RenderSkeleton(rndbl, entity); 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; bool retval = true;// false;
if (rndbl.IsLoaded && (rndbl.AllTexturesLoaded || !waitforchildrentoload)) if ((rndbl.AllTexturesLoaded || !waitforchildrentoload))
{ {
RenderableGeometryInst rginst = new RenderableGeometryInst(); RenderableGeometryInst rginst = new RenderableGeometryInst();
rginst.Inst.Renderable = rndbl; rginst.Inst.Renderable = rndbl;
@ -2678,6 +2699,7 @@ namespace CodeWalker.Rendering
rginst.Inst.BSCenter = bscen; rginst.Inst.BSCenter = bscen;
rginst.Inst.Radius = radius; rginst.Inst.Radius = radius;
rginst.Inst.Distance = distance; rginst.Inst.Distance = distance;
rginst.Inst.CastShadow = castshadow;
RenderableModel[] models = isselected ? rndbl.AllModels : rndbl.HDModels; RenderableModel[] models = isselected ? rndbl.AllModels : rndbl.HDModels;

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@ -71,6 +71,7 @@ namespace CodeWalker.Rendering
public List<ShaderRenderBucket> RenderBuckets = new List<ShaderRenderBucket>(); public List<ShaderRenderBucket> RenderBuckets = new List<ShaderRenderBucket>();
public List<RenderableBoundGeometryInst> RenderBoundGeoms = new List<RenderableBoundGeometryInst>(); public List<RenderableBoundGeometryInst> RenderBoundGeoms = new List<RenderableBoundGeometryInst>();
public List<RenderableInstanceBatchInst> RenderInstBatches = new List<RenderableInstanceBatchInst>(); public List<RenderableInstanceBatchInst> RenderInstBatches = new List<RenderableInstanceBatchInst>();
public List<RenderableLightInst> RenderLights = new List<RenderableLightInst>();
public List<RenderableLODLights> RenderLODLights = new List<RenderableLODLights>(); public List<RenderableLODLights> RenderLODLights = new List<RenderableLODLights>();
public List<RenderableDistantLODLights> RenderDistLODLights = new List<RenderableDistantLODLights>(); public List<RenderableDistantLODLights> RenderDistLODLights = new List<RenderableDistantLODLights>();
public List<RenderablePathBatch> RenderPathBatches = new List<RenderablePathBatch>(); public List<RenderablePathBatch> RenderPathBatches = new List<RenderablePathBatch>();
@ -326,6 +327,7 @@ namespace CodeWalker.Rendering
RenderBoundGeoms.Clear(); RenderBoundGeoms.Clear();
RenderInstBatches.Clear(); RenderInstBatches.Clear();
RenderLights.Clear();
RenderLODLights.Clear(); RenderLODLights.Clear();
RenderDistLODLights.Clear(); RenderDistLODLights.Clear();
RenderPathBatches.Clear(); RenderPathBatches.Clear();
@ -583,6 +585,14 @@ namespace CodeWalker.Rendering
context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface
DefScene.RenderLights(context, camera, RenderLODLights); 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; Basic.Deferred = false;
@ -682,10 +692,13 @@ namespace CodeWalker.Rendering
for (int g = 0; g < sbgeoms.Count; g++) for (int g = 0; g < sbgeoms.Count; g++)
{ {
var sbgeom = sbgeoms[g]; var sbgeom = sbgeoms[g];
float idist = sbgeom.Inst.Distance - sbgeom.Inst.Radius; if (sbgeom.Inst.CastShadow)
if (idist <= maxdist)
{ {
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); batch.Geometries.Add(geom);
} }
public void Enqueue(ref RenderableLightInst light)
{
RenderLights.Add(light);
}
public void Enqueue(ref RenderableBoundGeometryInst geom) public void Enqueue(ref RenderableBoundGeometryInst geom)
{ {
RenderBoundGeoms.Add(geom); RenderBoundGeoms.Add(geom);

View File

@ -40,6 +40,23 @@ namespace CodeWalker.Rendering
public uint SampleCount;//for MSAA public uint SampleCount;//for MSAA
public float SampleMult;//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 public struct DeferredSSAAPSVars
{ {
@ -70,6 +87,9 @@ namespace CodeWalker.Rendering
VertexShader LodLightVS; VertexShader LodLightVS;
PixelShader LodLightPS; PixelShader LodLightPS;
PixelShader LodLightMSPS; PixelShader LodLightMSPS;
VertexShader LightVS;
PixelShader LightPS;
PixelShader LightMSPS;
UnitCone LightCone; UnitCone LightCone;
UnitSphere LightSphere; UnitSphere LightSphere;
UnitCapsule LightCapsule; UnitCapsule LightCapsule;
@ -79,6 +99,7 @@ namespace CodeWalker.Rendering
GpuVarsBuffer<DeferredLightVSVars> LightVSVars; GpuVarsBuffer<DeferredLightVSVars> LightVSVars;
GpuVarsBuffer<DeferredLightPSVars> LightPSVars; GpuVarsBuffer<DeferredLightPSVars> LightPSVars;
GpuVarsBuffer<DeferredLightInstVars> LightInstVars;
@ -113,6 +134,9 @@ namespace CodeWalker.Rendering
byte[] bLodLightVS = File.ReadAllBytes("Shaders\\LodLightsVS.cso"); byte[] bLodLightVS = File.ReadAllBytes("Shaders\\LodLightsVS.cso");
byte[] bLodLightPS = File.ReadAllBytes("Shaders\\LodLightsPS.cso"); byte[] bLodLightPS = File.ReadAllBytes("Shaders\\LodLightsPS.cso");
byte[] bLodLightMSPS = File.ReadAllBytes("Shaders\\LodLightsPS_MS.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[] bFinalVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
byte[] bSSAAPS = File.ReadAllBytes("Shaders\\PPSSAAPS.cso"); byte[] bSSAAPS = File.ReadAllBytes("Shaders\\PPSSAAPS.cso");
@ -120,12 +144,15 @@ namespace CodeWalker.Rendering
DirLightPS = new PixelShader(device, bDirLightPS); DirLightPS = new PixelShader(device, bDirLightPS);
LodLightVS = new VertexShader(device, bLodLightVS); LodLightVS = new VertexShader(device, bLodLightVS);
LodLightPS = new PixelShader(device, bLodLightPS); LodLightPS = new PixelShader(device, bLodLightPS);
LightVS = new VertexShader(device, bLightVS);
LightPS = new PixelShader(device, bLightPS);
try try
{ {
//error could happen here if the device isn't supporting feature level 10.1 //error could happen here if the device isn't supporting feature level 10.1
DirLightMSPS = new PixelShader(device, bDirLightMSPS); DirLightMSPS = new PixelShader(device, bDirLightMSPS);
LodLightMSPS = new PixelShader(device, bLodLightMSPS); LodLightMSPS = new PixelShader(device, bLodLightMSPS);
LightMSPS = new PixelShader(device, bLightMSPS);
} }
catch catch
{ {
@ -145,6 +172,7 @@ namespace CodeWalker.Rendering
LightVSVars = new GpuVarsBuffer<DeferredLightVSVars>(device); LightVSVars = new GpuVarsBuffer<DeferredLightVSVars>(device);
LightPSVars = new GpuVarsBuffer<DeferredLightPSVars>(device); LightPSVars = new GpuVarsBuffer<DeferredLightPSVars>(device);
LightInstVars = new GpuVarsBuffer<DeferredLightInstVars>(device);
FinalVS = new VertexShader(device, bFinalVS); FinalVS = new VertexShader(device, bFinalVS);
@ -190,6 +218,11 @@ namespace CodeWalker.Rendering
LightPSVars.Dispose(); LightPSVars.Dispose();
LightPSVars = null; LightPSVars = null;
} }
if (LightInstVars != null)
{
LightInstVars.Dispose();
LightInstVars = null;
}
if (LightQuadLayout != null) if (LightQuadLayout != null)
{ {
LightQuadLayout.Dispose(); LightQuadLayout.Dispose();
@ -245,6 +278,21 @@ namespace CodeWalker.Rendering
LodLightVS.Dispose(); LodLightVS.Dispose();
LodLightVS = null; 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) if (SSAAPSVars != null)
{ {
SSAAPSVars.Dispose(); SSAAPSVars.Dispose();
@ -376,7 +424,6 @@ namespace CodeWalker.Rendering
context.PixelShader.SetSamplers(0, null, null); context.PixelShader.SetSamplers(0, null, null);
} }
public void RenderLights(DeviceContext context, Camera camera, List<RenderableLODLights> lodlights) public void RenderLights(DeviceContext context, Camera camera, List<RenderableLODLights> lodlights)
{ {
//instanced rendering of all other lights, using appropriate shapes //instanced rendering of all other lights, using appropriate shapes
@ -456,8 +503,90 @@ namespace CodeWalker.Rendering
context.PixelShader.SetSamplers(0, null, null); 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) public void SSAAPass(DeviceContext context)
{ {

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Shaders/LightPS_MS.cso Normal file

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