CodeWalker/CodeWalker.Shaders/LightPS.hlsl
2019-12-04 02:47:20 +11:00

162 lines
4.6 KiB
HLSL

#include "Shadowmap.hlsli"
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;
};
struct PS_OUTPUT
{
float4 Colour : SV_TARGET;
float Depth : SV_DEPTH;
};
Texture2D DepthTex : register(t0);
Texture2D DiffuseTex : register(t2);
Texture2D NormalTex : register(t3);
Texture2D SpecularTex : register(t4);
Texture2D IrradianceTex : register(t5);
cbuffer PSLightVars : register(b0)
{
ShaderGlobalLightParams GlobalLights;
float4x4 ViewProjInv;
float4 CameraPos;
uint EnableShadows;
uint RenderMode; //0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
uint RenderModeIndex;
uint RenderSamplerCoord;
uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
uint IsLOD; //useful or not?
uint Pad0;
uint Pad1;
}
StructuredBuffer<LODLight> LODLights : register(t6);
PS_OUTPUT main(VS_Output input)
{
PS_OUTPUT output;
output.Depth = input.Pos.z;
uint3 ssloc = uint3(input.Pos.xy, 0); //pixel location
float depth = DepthTex.Load(ssloc).r;
float4 diffuse = DiffuseTex.Load(ssloc);
float4 normal = NormalTex.Load(ssloc);
float4 specular = SpecularTex.Load(ssloc);
float4 irradiance = IrradianceTex.Load(ssloc);
if (depth == 0) discard; //no existing pixel rendered here
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;
float3 incident = normalize(camRel);
float3 refl = normalize(reflect(incident, norm));
if (LightType == 0) //directional light
{
float specb = saturate(dot(refl, GlobalLights.LightDir));
float specp = max(exp(specb * 10) - 1, 0);
float3 spec = GlobalLights.LightDirColour.rgb * 0.00006 * specp * specular.r;
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(camRel, lightspacepos);
float3 c = FullLighting(diffuse.rgb, spec, norm, irradiance, GlobalLights, EnableShadows, shadowdepth, lightspacepos);
c += diffuse.rgb * irradiance.b;//emissive multiplier
PS_OUTPUT output;
output.Colour = float4(c, 1);
output.Depth = depth;
return output;
}
float3 wpos = camRel + CameraPos.xyz;
LODLight lodlight = LODLights[input.IID];
float3 srpos = lodlight.Position - wpos; //light position relative to surface position
float ldist = length(srpos);
if (ldist > lodlight.Falloff) discard; //out of range of the light... TODO: capsules!
if (ldist <= 0) discard;
float4 rgbi = Unpack4x8UNF(lodlight.Colour).gbar;
float3 lcol = rgbi.rgb * rgbi.a * 10.0f;
float3 ldir = srpos / ldist;
float pclit = saturate(dot(ldir, norm));
float lamt = 1;
if (LightType == 1)//point (sphere)
{
lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
}
else if (LightType == 2)//spot (cone)
{
float ang = acos(-dot(ldir, lodlight.Direction));
float iang = lodlight.InnerAngle * 0.01745329;
float oang = lodlight.OuterAngleOrCapExt * 0.01745329 * 0.5;
if (ang > oang) discard;
lamt *= saturate(1 - ((ang - iang) / (oang - iang)));
lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent);
}
else if (LightType == 4)//capsule
{
lamt *= pow(saturate(1 - (ldist / lodlight.Falloff)), lodlight.FalloffExponent); //TODO! proper capsule lighting... (use point-line dist!)
}
pclit *= lamt;
if (pclit <= 0) discard;
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;
output.Colour = float4(lcol, 0.5);
return output;
//return float4(diffuse.rgb, 1);
//return float4(normal.rgb, 1);
//return float4(specular.rgb, 1);
//return float4(irradiance.rgb, 1);
}