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Interior lights improvements
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@ -103,8 +103,8 @@ float4 DeferredLODLight(float3 camRel, float3 norm, float4 diffuse, float4 specu
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else if (LightType == 2)//spot (cone)
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else if (LightType == 2)//spot (cone)
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{
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{
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float ang = acos(-dot(ldir, lodlight.Direction));
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float ang = acos(-dot(ldir, lodlight.Direction));
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float iang = lodlight.InnerAngle * 0.01745329 * 0.5;
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float iang = lodlight.InnerAngle;
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float oang = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5;
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float oang = lodlight.OuterAngleOrCapExt;
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if (ang > oang) return 0;
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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 *= saturate(1 - ((ang - iang) / (oang - iang)));
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lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
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lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
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@ -148,8 +148,8 @@ float4 DeferredLight(float3 camRel, float3 norm, float4 diffuse, float4 specular
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else if (InstType == 2)//spot (cone)
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else if (InstType == 2)//spot (cone)
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{
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{
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float ang = acos(-dot(ldir, InstDirection));
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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 iang = InstConeInnerAngle;
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float oang = InstConeOuterAngle * 0.01745329 * 0.5;
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float oang = InstConeOuterAngle;
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if (ang > oang) return 0;
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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 *= saturate(1 - ((ang - iang) / (oang - iang)));
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lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent);
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lamt *= pow(saturate(1 - (ldist / InstFalloff)), InstFalloffExponent);
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@ -48,7 +48,7 @@ VS_Output main(float4 ipos : POSITION, uint iid : SV_InstanceID)
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}
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}
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else if (InstType == 2)//spot (cone)
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else if (InstType == 2)//spot (cone)
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{
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{
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float arads = InstConeOuterAngle * 0.01745329 * 0.5; // deg -> rad
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float arads = InstConeOuterAngle;
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float3 cpos = ipos.xyz * (tan(arads) * extent);
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float3 cpos = ipos.xyz * (tan(arads) * extent);
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cpos.y += ipos.w * 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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opos = (cpos.x * InstTangentX) + (cpos.y * InstDirection) + (cpos.z * InstTangentY);
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@ -46,7 +46,7 @@ VS_Output main(float4 ipos : POSITION, uint iid : SV_InstanceID)
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}
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}
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else if (LightType == 2)//spot (cone)
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else if (LightType == 2)//spot (cone)
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{
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{
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float arads = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5; // deg -> rad
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float arads = lodlight.OuterAngleOrCapExt;
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float3 cpos = ipos.xyz * (tan(arads) * extent);
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float3 cpos = ipos.xyz * (tan(arads) * extent);
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cpos.y += ipos.w * 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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opos = (cpos.x * lodlight.TangentX.xyz) + (cpos.y * lodlight.Direction.xyz) + (cpos.z * lodlight.TangentY.xyz);
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@ -54,7 +54,7 @@ VS_Output main(float4 ipos : POSITION, uint iid : SV_InstanceID)
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else if (LightType == 4)//capsule
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else if (LightType == 4)//capsule
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{
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{
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float3 cpos = ipos.xyz * extent;
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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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cpos.y += (ipos.w * 2 - 1) * lodlight.OuterAngleOrCapExt;
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opos = (cpos.x * lodlight.TangentX.xyz) + (cpos.y * lodlight.Direction.xyz) + (cpos.z * lodlight.TangentY.xyz);
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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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}
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opos += (lodlight.Position - CameraPos.xyz);
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opos += (lodlight.Position - CameraPos.xyz);
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@ -1359,9 +1359,9 @@ namespace CodeWalker.Rendering
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Type = l.Type;
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Type = l.Type;
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Intensity = l.Intensity;
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Intensity = l.Intensity;
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Falloff = l.Falloff;
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Falloff = l.Falloff;
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FalloffExponent = l.FalloffExponent;
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FalloffExponent = Math.Max(l.FalloffExponent * 0.25f, 0.5f);//is this right?
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ConeInnerAngle = l.ConeInnerAngle;
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ConeInnerAngle = l.ConeInnerAngle * 0.01745329f; //is this right??
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ConeOuterAngle = l.ConeOuterAngle;
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ConeOuterAngle = l.ConeOuterAngle * 0.01745329f; //pi/180
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CapsuleExtent = l.Extent;
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CapsuleExtent = l.Extent;
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CullingPlaneNormal = l.CullingPlaneNormal;
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CullingPlaneNormal = l.CullingPlaneNormal;
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CullingPlaneOffset = l.CullingPlaneOffset;
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CullingPlaneOffset = l.CullingPlaneOffset;
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@ -1491,8 +1491,8 @@ namespace CodeWalker.Rendering
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light.TangentY = new Vector4(Vector3.Cross(light.Direction, light.TangentX.XYZ()), 0.0f);
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light.TangentY = new Vector4(Vector3.Cross(light.Direction, light.TangentX.XYZ()), 0.0f);
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light.Falloff = ll.falloff[i];
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light.Falloff = ll.falloff[i];
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light.FalloffExponent = Math.Max(ll.falloffExponent[i]*0.01f, 0.5f);//is this right?
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light.FalloffExponent = Math.Max(ll.falloffExponent[i]*0.01f, 0.5f);//is this right?
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light.InnerAngle = ll.coneInnerAngle[i];
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light.InnerAngle = ll.coneInnerAngle[i] * 0.0087266462f; //pi/360
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light.OuterAngleOrCapExt = ll.coneOuterAngleOrCapExt[i];
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light.OuterAngleOrCapExt = ll.coneOuterAngleOrCapExt[i] * 0.0087266462f; //pi/360
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var type = (LightType)((light.TimeAndStateFlags >> 26) & 7);
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var type = (LightType)((light.TimeAndStateFlags >> 26) & 7);
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switch (type)
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switch (type)
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{
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{
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@ -1503,6 +1503,7 @@ namespace CodeWalker.Rendering
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spots.Add(light);
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spots.Add(light);
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break;
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break;
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case LightType.Capsule:
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case LightType.Capsule:
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light.OuterAngleOrCapExt = ll.coneOuterAngleOrCapExt[i] * 0.1f;//is this right?
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caps.Add(light);
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caps.Add(light);
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break;
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break;
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default: break;//just checking...
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default: break;//just checking...
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