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HD lights rendering in interiors
This commit is contained in:
parent
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commit
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@ -434,6 +434,16 @@
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="LightPS_MS.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.1</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.1</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.1</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.1</ShaderModel>
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</FxCompile>
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<FxCompile Include="LightVS.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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@ -268,6 +268,9 @@
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<FxCompile Include="LodLightsPS_MS.hlsl">
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<Filter>Lights</Filter>
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</FxCompile>
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<FxCompile Include="LightPS_MS.hlsl">
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<Filter>Lights</Filter>
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</FxCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="BasicPS.hlsli">
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@ -1,9 +1,6 @@
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#include "LightPS.hlsli"
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//currently unused - TODO: implement individual HD lights here
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Texture2D DepthTex : register(t0);
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Texture2D DiffuseTex : register(t2);
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Texture2D NormalTex : register(t3);
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@ -14,11 +11,10 @@ struct VS_Output
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{
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float4 Pos : SV_POSITION;
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float4 Screen : TEXCOORD0;
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uint IID : SV_INSTANCEID;
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};
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PS_OUTPUT main(VS_Output input)
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float4 main(VS_Output input) : SV_TARGET
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{
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uint3 ssloc = uint3(input.Pos.xy, 0); //pixel location
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float depth = DepthTex.Load(ssloc).r;
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@ -29,39 +25,14 @@ PS_OUTPUT main(VS_Output input)
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float4 specular = SpecularTex.Load(ssloc);
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float4 irradiance = IrradianceTex.Load(ssloc);
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PS_OUTPUT output;
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output.Depth = input.Pos.z;
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switch (RenderMode)
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{
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case 5: output.Colour = float4(diffuse.rgb, 1); return output;
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case 6: output.Colour = float4(normal.rgb, 1); return output;
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case 7: output.Colour = float4(specular.rgb, 1); return output;
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}
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float4 spos = float4(input.Screen.xy/input.Screen.w, depth, 1);
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float4 cpos = mul(spos, ViewProjInv);
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float3 camRel = cpos.xyz * (1/cpos.w);
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float3 norm = normal.xyz * 2 - 1;
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if (LightType == 0) //directional light
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{
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float3 c = DeferredDirectionalLight(camRel, norm, diffuse, specular, irradiance);
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PS_OUTPUT output;
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output.Colour = float4(c, 1);
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output.Depth = depth;
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return output;
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}
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float4 lcol = DeferredLODLight(camRel, norm, diffuse, specular, irradiance, input.IID);
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float4 lcol = DeferredLight(camRel, norm, diffuse, specular, irradiance);
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if (lcol.a <= 0) discard;
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output.Colour = lcol;
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return output;
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return lcol;
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}
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@ -22,6 +22,23 @@ cbuffer PSLightVars : register(b0)
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float SampleMult;//for MSAA
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}
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cbuffer PSLightInstVars : register(b2)
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{
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float3 InstPosition;//camera relative
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float InstIntensity;
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float3 InstColour;
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float InstFalloff;
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float3 InstDirection;
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float InstFalloffExponent;
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float3 InstTangentX;
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float InstConeInnerAngle;
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float3 InstTangentY;
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float InstConeOuterAngle;
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float3 InstCapsuleExtent;
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uint InstType;
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float3 InstCullingPlaneNormal;
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float InstCullingPlaneOffset;
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}
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@ -52,8 +69,6 @@ float3 GetReflectedDir(float3 camRel, float3 norm)
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}
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float3 DeferredDirectionalLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance)
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{
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float3 refl = GetReflectedDir(camRel, norm);
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@ -88,7 +103,7 @@ float4 DeferredLODLight(float3 camRel, float3 norm, float4 diffuse, float4 specu
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else if (LightType == 2)//spot (cone)
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{
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float ang = acos(-dot(ldir, lodlight.Direction));
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float iang = lodlight.InnerAngle * 0.01745329;
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float iang = lodlight.InnerAngle * 0.01745329 * 0.5;
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float oang = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5;
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if (ang > oang) return 0;
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lamt *= saturate(1 - ((ang - iang) / (oang - iang)));
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@ -113,5 +128,52 @@ float4 DeferredLODLight(float3 camRel, float3 norm, float4 diffuse, float4 specu
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return float4(lcol, 1);
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}
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float4 DeferredLight(float3 camRel, float3 norm, float4 diffuse, float4 specular, float4 irradiance)
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{
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float3 srpos = InstPosition - camRel; //light position relative to surface position
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float ldist = length(srpos);
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if (ldist > InstFalloff) return 0; //out of range of the light... TODO: capsules!
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if (ldist <= 0) return 0;
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float4 rgbi = float4(InstColour, InstIntensity);
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float3 lcol = rgbi.rgb;// * rgbi.a; // * 5.0f;
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float3 ldir = srpos / ldist;
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float pclit = saturate(dot(ldir, norm));
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float lamt = 1;
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if (InstType == 1)//point (sphere)
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{
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lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent);
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}
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else if (InstType == 2)//spot (cone)
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{
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float ang = acos(-dot(ldir, InstDirection));
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float iang = InstConeInnerAngle * 0.01745329 * 0.5;
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float oang = InstConeOuterAngle * 0.01745329 * 0.5;
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if (ang > oang) return 0;
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lamt *= saturate(1 - ((ang - iang) / (oang - iang)));
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lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent);
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}
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else if (InstType == 4)//capsule
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{
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lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent); //TODO! proper capsule lighting... (use point-line dist!)
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}
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pclit *= lamt;
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if (pclit <= 0) return 0;
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float3 refl = GetReflectedDir(camRel, norm);
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float specb = saturate(dot(refl, ldir));
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float specp = max(exp(specb * 10) - 1, 0);
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float3 spec = lcol * (0.00006 * specp * specular.r * lamt);
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lcol = lcol * diffuse.rgb * pclit + spec;
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return float4(lcol, 1);
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}
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52
CodeWalker.Shaders/LightPS_MS.hlsl
Normal file
52
CodeWalker.Shaders/LightPS_MS.hlsl
Normal file
@ -0,0 +1,52 @@
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#include "LightPS.hlsli"
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Texture2DMS<float> DepthTex : register(t0);
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Texture2DMS<float4> DiffuseTex : register(t2);
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Texture2DMS<float4> NormalTex : register(t3);
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Texture2DMS<float4> SpecularTex : register(t4);
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Texture2DMS<float4> IrradianceTex : register(t5);
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struct VS_Output
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{
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float4 Pos : SV_POSITION;
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float4 Screen : TEXCOORD0;
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};
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float4 main(VS_Output input) : SV_TARGET
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{
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uint2 ssloc = uint2(input.Pos.xy); //pixel location
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float2 spos = float2(input.Screen.xy / input.Screen.w);
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float4 c = 0;
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float d = 0;
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int sc = min(SampleCount, 8);
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[unroll]
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for (int i = 0; i < sc; i++)
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{
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float depth = DepthTex.Load(ssloc, i);
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if (depth == 0) continue; //no existing subpixel rendered here
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float4 diffuse = DiffuseTex.Load(ssloc, i);
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float4 normal = NormalTex.Load(ssloc, i);
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float4 specular = SpecularTex.Load(ssloc, i);
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float4 irradiance = IrradianceTex.Load(ssloc, i);
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float4 cpos = mul(float4(spos, depth, 1), ViewProjInv);
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float3 camRel = cpos.xyz * (1 / cpos.w);
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float3 norm = normal.xyz * 2 - 1;
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float4 colour = DeferredLight(camRel, norm, diffuse, specular, irradiance);
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c += colour;
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d += depth;
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}
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c *= SampleMult;
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d *= SampleMult;
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if (d <= 0) discard;
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return c;
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}
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@ -1,28 +1,10 @@
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#include "Common.hlsli"
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//currently unused - TODO: implement individual HD lights here
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struct LODLight
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{
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float3 Position;
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uint Colour;
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float3 Direction;
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uint TimeAndStateFlags;
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float4 TangentX;
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float4 TangentY;
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float Falloff;
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float FalloffExponent;
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float InnerAngle; //for cone
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float OuterAngleOrCapExt; //outer angle for cone, cap extent for capsule
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};
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struct VS_Output
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{
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float4 Pos : SV_POSITION;
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float4 Screen : TEXCOORD0;
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uint IID : SV_INSTANCEID;
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};
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@ -36,44 +18,51 @@ cbuffer VSLightVars : register(b0)
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uint Pad1;
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}
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StructuredBuffer<LODLight> LODLights : register(t0);
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cbuffer VSLightInstVars : register(b1)
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{
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float3 InstPosition;//camera relative
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float InstIntensity;
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float3 InstColour;
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float InstFalloff;
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float3 InstDirection;
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float InstFalloffExponent;
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float3 InstTangentX;
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float InstConeInnerAngle;
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float3 InstTangentY;
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float InstConeOuterAngle;
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float3 InstCapsuleExtent;
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uint InstType;
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float3 InstCullingPlaneNormal;
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float InstCullingPlaneOffset;
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}
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VS_Output main(float4 ipos : POSITION, uint iid : SV_InstanceID)
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{
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float3 opos = 0;
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if (LightType > 0)
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{
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LODLight lodlight = LODLights[iid];
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float extent = lodlight.Falloff;
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if (LightType == 1)//point (sphere)
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{
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opos = ipos.xyz * extent;
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}
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else if (LightType == 2)//spot (cone)
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{
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float arads = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5; // deg -> rad
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float3 cpos = ipos.xyz * (tan(arads) * extent);
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cpos.y += ipos.w * extent;
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opos = (cpos.x * lodlight.TangentX.xyz) + (cpos.y * lodlight.Direction.xyz) + (cpos.z * lodlight.TangentY.xyz);
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}
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else if (LightType == 4)//capsule
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{
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float3 cpos = ipos.xyz * extent;
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cpos.y += (ipos.w*2-1) * lodlight.OuterAngleOrCapExt * 0.1;
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opos = (cpos.x * lodlight.TangentX.xyz) + (cpos.y * lodlight.Direction.xyz) + (cpos.z * lodlight.TangentY.xyz);
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}
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opos += (lodlight.Position - CameraPos.xyz);
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}
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else
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float extent = InstFalloff;
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if (InstType == 1)//point (sphere)
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{
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opos = ipos.xyz;
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opos = ipos.xyz * extent;
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}
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float4 spos = mul(float4(opos, 1), ViewProj);
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else if (InstType == 2)//spot (cone)
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{
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float arads = InstConeOuterAngle * 0.01745329 * 0.5; // deg -> rad
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float3 cpos = ipos.xyz * (tan(arads) * extent);
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cpos.y += ipos.w * extent;
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opos = (cpos.x * InstTangentX) + (cpos.y * InstDirection) + (cpos.z * InstTangentY);
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}
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else if (InstType == 4)//capsule
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{
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float3 cpos = ipos.xyz * extent;
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cpos += InstCapsuleExtent * (ipos.w * 2 - 1) * 0.1;
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opos = (cpos.x * InstTangentX.xyz) + (cpos.y * InstDirection.xyz) + (cpos.z * InstTangentY.xyz);
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}
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float4 spos = mul(float4(opos + InstPosition, 1), ViewProj);
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VS_Output output;
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output.Pos = spos;
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output.Screen = spos;
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output.IID = iid;
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return output;
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}
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@ -26,12 +26,19 @@ namespace CodeWalker.Rendering
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public Quaternion Orientation;
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public Vector3 Scale;
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public uint TintPaletteIndex;
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public bool CastShadow;
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}
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public struct RenderableGeometryInst
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{
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public RenderableGeometry Geom;
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public RenderableInst Inst;
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}
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public struct RenderableLightInst
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{
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public RenderableLight Light;
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public Vector3 EntityPosition;
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public Quaternion EntityRotation;
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}
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public struct RenderableBoundCompositeInst
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{
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@ -83,6 +90,10 @@ namespace CodeWalker.Rendering
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public ClothInstance Cloth;
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public RenderableLight[] Lights;
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public override void Init(DrawableBase drawable)
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{
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Key = drawable;
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@ -146,6 +157,8 @@ namespace CodeWalker.Rendering
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var fd = drawable as FragDrawable;
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var dd = drawable as Drawable;
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bool hasskeleton = false;
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@ -164,7 +177,6 @@ namespace CodeWalker.Rendering
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modeltransforms = skeleton.Transformations;
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//for fragments, get the default pose from the root fragment...
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var fd = drawable as FragDrawable;
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if (fd != null)
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{
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var frag = fd.OwnerFragment;
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@ -306,6 +318,23 @@ namespace CodeWalker.Rendering
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var lights = dd?.LightAttributes?.data_items;
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if ((lights == null) && (fd != null) && (fd?.OwnerFragment?.Drawable == fd))
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{
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lights = fd.OwnerFragment.LightAttributes?.data_items;
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}
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if (lights != null)
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{
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var rlights = new RenderableLight[lights.Length];
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for (int i = 0; i < lights.Length; i++)
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{
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var rlight = new RenderableLight();
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rlight.Owner = this;
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rlight.Init(ref lights[i]);
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rlights[i] = rlight;
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}
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Lights = rlights;
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}
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UpdateBoneTransforms();
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@ -1300,6 +1329,47 @@ namespace CodeWalker.Rendering
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}
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}
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public class RenderableLight
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{
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public Renderable Owner;
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public Vector3 Position;
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public Vector3 Colour;
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public Vector3 Direction;
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public Vector3 TangentX;
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public Vector3 TangentY;
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public LightType Type;
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public float Intensity;
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public float Falloff;
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public float FalloffExponent;
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public float ConeInnerAngle;
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public float ConeOuterAngle;
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public Vector3 CapsuleExtent;
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public Vector3 CullingPlaneNormal;
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public float CullingPlaneOffset;
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public uint TimeFlags;
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public MetaHash TextureHash;
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public void Init(ref LightAttributes_s l)
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{
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Position = l.Position;
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Colour = new Vector3(l.ColorR, l.ColorG, l.ColorB) * ((l.Intensity * 5.0f) / 255.0f);
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Direction = l.Direction;
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TangentX = l.Tangent;
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TangentY = Vector3.Cross(l.Direction, l.Tangent);
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Type = l.Type;
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Intensity = l.Intensity;
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Falloff = l.Falloff;
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FalloffExponent = l.FalloffExponent;
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ConeInnerAngle = l.ConeInnerAngle;
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ConeOuterAngle = l.ConeOuterAngle;
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CapsuleExtent = l.Extent;
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CullingPlaneNormal = l.CullingPlaneNormal;
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CullingPlaneOffset = l.CullingPlaneOffset;
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TimeFlags = l.TimeFlags;
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TextureHash = l.ProjectedTextureHash;
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}
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}
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public class RenderableInstanceBatch : RenderableCacheItem<YmapGrassInstanceBatch>
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{
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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 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