您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
185 行
6.9 KiB
185 行
6.9 KiB
//-----------------------------------------------------------------------------
|
|
// LightLoop
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// Calculate the offset in global light index light for current light category
|
|
int GetTileOffset(Coordinate coord, uint lightCategory)
|
|
{
|
|
uint2 tileIndex = coord.unPositionSS / TILE_SIZE;
|
|
return (tileIndex.y + lightCategory * _NumTileY) * _NumTileX + tileIndex.x;
|
|
}
|
|
|
|
void GetCountAndStartOpaque(Coordinate coord, uint lightCategory, float linearDepth, out uint start, out uint lightCount)
|
|
{
|
|
const int tileOffset = GetTileOffset(coord, lightCategory);
|
|
|
|
// The first entry inside a tile is the number of light for lightCategory (thus the +0)
|
|
lightCount = g_vLightListGlobal[DWORD_PER_TILE * tileOffs + 0] & 0xffff;
|
|
start = tileOffset;
|
|
}
|
|
|
|
uint FetchIndexOpaque(uint tileOffset, uint lightIndex)
|
|
{
|
|
const uint lightIndexPlusOne = lightIndex + 1; // Add +1 as first slot is reserved to store number of light
|
|
// Light index are store on 16bit
|
|
return (g_vLightListGlobal[DWORD_PER_TILE * tileOffset + (lightIndexPlusOne >> 1)] >> ((lightIndexPlusOne & 1) * DWORD_PER_TILE)) & 0xffff;
|
|
}
|
|
|
|
#ifdef USE_FPTL_LIGHTLIST
|
|
|
|
void GetCountAndStart(Coordinate coord, uint lightCategory, float linearDepth, out uint start, out uint lightCount)
|
|
{
|
|
GetCountAndStartOpaque(coord, lightCategory, linearDepth, start, lightCount);
|
|
}
|
|
|
|
uint FetchIndex(uint tileOffset, uint lightIndex)
|
|
{
|
|
return FetchIndexOpaque(tileOffs, lightIndex);
|
|
}
|
|
|
|
#else
|
|
|
|
#include "ClusteredUtils.hlsl"
|
|
|
|
void GetCountAndStart(Coordinate coord, uint lightCategory, float linearDepth, out uint start, out uint lightCount)
|
|
{
|
|
if(g_isOpaquesOnlyEnabled)
|
|
{
|
|
GetCountAndStartOpaque(coord, lightCategory, linearDepth, start, lightCount);
|
|
}
|
|
else
|
|
{
|
|
uint2 tileIndex = coord.unPositionSS / TILE_SIZE;
|
|
|
|
float logBase = g_fClustBase;
|
|
if (g_isLogBaseBufferEnabled)
|
|
{
|
|
logBase = g_logBaseBuffer[tileIndex.y * _NumTileX + tileIndex.x];
|
|
}
|
|
|
|
int clustIdx = SnapToClusterIdxFlex(linearDepth, logBase, g_isLogBaseBufferEnabled != 0);
|
|
|
|
int nrClusters = (1 << g_iLog2NumClusters);
|
|
const int idx = ((model * nrClusters + clustIdx) * _NumTileY + tileIndex.y) * _NumTileX + tileIndex.x;
|
|
uint dataPair = g_vLayeredOffsetsBuffer[idx];
|
|
start = dataPair & 0x7ffffff;
|
|
lightCount = (dataPair >> 27) & 31;
|
|
}
|
|
}
|
|
|
|
uint FetchIndex(uint tileOffset, uint lightIndex)
|
|
{
|
|
if(g_isOpaquesOnlyEnabled)
|
|
return FetchIndexOpaque(tileOffset, lightIndex);
|
|
else
|
|
return g_vLightListGlobal[tileOffset + lightIndex];
|
|
}
|
|
|
|
float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
|
|
{
|
|
// todo (simplify): m22 is zero and m23 is +1/-1 (depends on left/right hand proj)
|
|
float m22 = g_mInvScrProjection[2].z, m23 = g_mInvScrProjection[2].w;
|
|
float m32 = g_mInvScrProjection[3].z, m33 = g_mInvScrProjection[3].w;
|
|
|
|
return (m22 * zDptBufSpace + m23) / (m32 * zDptBufSpace + m33);
|
|
|
|
//float3 vP = float3(0.0f,0.0f,zDptBufSpace);
|
|
//float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
|
|
//return v4Pres.z / v4Pres.w;
|
|
}
|
|
|
|
#endif
|
|
|
|
// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path)
|
|
void LightLoop( float3 V, float3 positionWS, Coordinate coord, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting,
|
|
out float3 diffuseLighting,
|
|
out float3 specularLighting)
|
|
{
|
|
#if USE_CLUSTERED_LIGHTLIST
|
|
// TODO: Think more about the design, it is ok to do that ? hope the compiler could optimize it out as we do it before LightLoop call, else need to pass it as argument...
|
|
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).x;
|
|
float linearDepth = GetLinearDepth(depth); // View space linear depth
|
|
#else
|
|
float linearDepth = 0.0; // unsued
|
|
#endif
|
|
|
|
LightLoopContext context;
|
|
ZERO_INITIALIZE(LightLoopContext, context);
|
|
|
|
diffuseLighting = float3(0.0, 0.0, 0.0);
|
|
specularLighting = float3(0.0, 0.0, 0.0);
|
|
|
|
int i = 0; // Declare once to avoid the D3D11 compiler warning.
|
|
|
|
#ifdef PROCESS_DIRECTIONAL_LIGHT
|
|
for (i = 0; i < _DirectionalLightCount; ++i)
|
|
{
|
|
float3 localDiffuseLighting, localSpecularLighting;
|
|
|
|
EvaluateBSDF_Directional( context, V, positionWS, prelightData, _DirectionalLightList[i], bsdfData,
|
|
localDiffuseLighting, localSpecularLighting);
|
|
|
|
diffuseLighting += localDiffuseLighting;
|
|
specularLighting += localSpecularLighting;
|
|
}
|
|
#endif
|
|
|
|
#ifdef PROCESS_PUNCTUAL_LIGHT
|
|
uint punctualLightStart;
|
|
uint punctualLightCount;
|
|
GetCountAndStart(coord, DIRECT_LIGHT, linearDepth, start, punctualLightCount);
|
|
for (i = 0; i < punctualLightCount; ++i)
|
|
{
|
|
float3 localDiffuseLighting, localSpecularLighting;
|
|
|
|
EvaluateBSDF_Punctual( context, V, positionWS, prelightData, _PunctualLightList[FetchIndex(punctualLightStart, i)], bsdfData,
|
|
localDiffuseLighting, localSpecularLighting);
|
|
|
|
diffuseLighting += localDiffuseLighting;
|
|
specularLighting += localSpecularLighting;
|
|
}
|
|
#endif
|
|
|
|
#ifdef PROCESS_AREA_LIGHT
|
|
/*
|
|
// TODO: Area lights are where the sorting is important (Morten approach with while loop)
|
|
uint areaLightStart;
|
|
uint areaLightCount;
|
|
GetCountAndStart(coord, LightCatergory.AreaLight, linearDepth, start, punctualLightCount);
|
|
for (i = 0; i < areaLightCount; ++i)
|
|
{
|
|
float3 localDiffuseLighting, localSpecularLighting;
|
|
|
|
EvaluateBSDF_Area( context, V, positionWS, prelightData, _AreaLightList[FetchIndex(areaLightStart, i)], bsdfData,
|
|
localDiffuseLighting, localSpecularLighting);
|
|
|
|
diffuseLighting += localDiffuseLighting;
|
|
specularLighting += localSpecularLighting;
|
|
}
|
|
*/
|
|
#endif
|
|
|
|
#ifdef PROCESS_ENV_LIGHT
|
|
uint envLightStart;
|
|
uint envLightCount;
|
|
GetCountAndStart(coord, REFLECTION_LIGHT, linearDepth, start, envLightCount);
|
|
|
|
float3 iblDiffuseLighting = float3(0.0, 0.0, 0.0);
|
|
float3 iblSpecularLighting = float3(0.0, 0.0, 0.0);
|
|
|
|
for (i = 0; i < envLightCount; ++i)
|
|
{
|
|
float3 localDiffuseLighting, localSpecularLighting;
|
|
float2 weight;
|
|
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
|
|
EvaluateBSDF_Env(context, V, positionWS, prelightData, _EnvLightList[FetchIndex(punctualLightStart, i)], bsdfData, localDiffuseLighting, localSpecularLighting, weight);
|
|
iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
|
|
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
|
|
}
|
|
#endif
|
|
|
|
// TODO
|
|
#if ENABLE_DEBUG
|
|
// c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c);
|
|
#endif
|
|
}
|