Add vector light support to forward materials.

This commit is contained in:
Areloch 2019-07-22 00:16:58 -05:00
parent 38b0d0f1fe
commit ebe2c2dead
11 changed files with 96 additions and 4 deletions

View file

@ -391,6 +391,10 @@ void AdvancedLightManager::setLightInfo( ProcessedMaterial *pmat,
lsc->mLightConfigDataSC,
lsc->mLightSpotDirSC,
lsc->mLightSpotParamsSC,
lsc->mHasVectorLightSC,
lsc->mVectorLightDirectionSC,
lsc->mVectorLightColorSC,
lsc->mVectorLightBrightnessSC,
shaderConsts );
// Static

View file

@ -306,7 +306,11 @@ BasicLightManager::LightingShaderConstants::LightingShaderConstants()
mLightAmbient( NULL ),
mLightConfigDataSC( NULL ),
mLightSpotDir( NULL ),
mLightSpotParamsSC( NULL )
mLightSpotParamsSC( NULL ),
mHasVectorLightSC(NULL),
mVectorLightDirectionSC(NULL),
mVectorLightColorSC(NULL),
mVectorLightBrightnessSC(NULL)
{
}
@ -337,6 +341,11 @@ void BasicLightManager::LightingShaderConstants::init(GFXShader* shader)
mLightSpotDir = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
mLightSpotParamsSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotParams );
mHasVectorLightSC = shader->getShaderConstHandle(ShaderGenVars::hasVectorLight);
mVectorLightDirectionSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightDirection);
mVectorLightColorSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightColor);
mVectorLightBrightnessSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightBrightness);
mInit = true;
}
@ -400,5 +409,9 @@ void BasicLightManager::setLightInfo( ProcessedMaterial* pmat,
mLastConstants->mLightConfigDataSC,
mLastConstants->mLightSpotDir,
mLastConstants->mLightSpotParamsSC,
mLastConstants->mHasVectorLightSC,
mLastConstants->mVectorLightDirectionSC,
mLastConstants->mVectorLightColorSC,
mLastConstants->mVectorLightBrightnessSC,
shaderConsts );
}

View file

@ -92,6 +92,11 @@ protected:
GFXShaderConstHandle *mLightSpotDir;
GFXShaderConstHandle *mLightSpotParamsSC;
GFXShaderConstHandle* mHasVectorLightSC;
GFXShaderConstHandle* mVectorLightDirectionSC;
GFXShaderConstHandle* mVectorLightColorSC;
GFXShaderConstHandle* mVectorLightBrightnessSC;
LightingShaderConstants();
~LightingShaderConstants();

View file

@ -309,6 +309,10 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
GFXShaderConstHandle *lightConfigDataSC,
GFXShaderConstHandle *lightSpotDirSC,
GFXShaderConstHandle *lightSpotParamsSC,
GFXShaderConstHandle* hasVectorLightSC,
GFXShaderConstHandle* vectorLightDirectionSC,
GFXShaderConstHandle* vectorLightColorSC,
GFXShaderConstHandle* vectorLightBrightnessSC,
GFXShaderConstBuffer *shaderConsts )
{
PROFILE_SCOPE( LightManager_Update4LightConsts );
@ -417,6 +421,11 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
shaderConsts->setSafe(lightConfigDataSC, lightConfigData);
shaderConsts->setSafe(lightSpotParamsSC, lightSpotParams);
shaderConsts->setSafe(hasVectorLightSC, (int)hasVectorLight);
shaderConsts->setSafe(vectorLightDirectionSC, vectorLightDirection);
shaderConsts->setSafe(vectorLightColorSC, vectorLightColor);
shaderConsts->setSafe(vectorLightBrightnessSC, vectorLightBrightness);
//================================================================
//old setup
/*static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );

View file

@ -178,6 +178,10 @@ protected:
GFXShaderConstHandle *lightInvRadiusSqSC,
GFXShaderConstHandle *lightSpotDirSC,
GFXShaderConstHandle * lightSpotParamsSC,
GFXShaderConstHandle* hasVectorLightSC,
GFXShaderConstHandle* vectorLightDirectionSC,
GFXShaderConstHandle* vectorLightColorSC,
GFXShaderConstHandle* vectorLightBrightnessSC,
GFXShaderConstBuffer *shaderConsts );
/// A dummy default light used when no lights

View file

@ -462,6 +462,10 @@ LightingShaderConstants::LightingShaderConstants()
mLightAmbientSC(NULL),
mLightConfigDataSC(NULL),
mLightSpotDirSC(NULL),
mHasVectorLightSC(NULL),
mVectorLightDirectionSC(NULL),
mVectorLightColorSC(NULL),
mVectorLightBrightnessSC(NULL),
mShadowMapSC(NULL),
mDynamicShadowMapSC(NULL),
mShadowMapSizeSC(NULL),
@ -525,6 +529,11 @@ void LightingShaderConstants::init(GFXShader* shader)
mLightConfigDataSC = shader->getShaderConstHandle( ShaderGenVars::lightConfigData);
mLightSpotDirSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
mHasVectorLightSC = shader->getShaderConstHandle(ShaderGenVars::hasVectorLight);
mVectorLightDirectionSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightDirection);
mVectorLightColorSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightColor);
mVectorLightBrightnessSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightBrightness);
mShadowMapSC = shader->getShaderConstHandle("$shadowMap");
mDynamicShadowMapSC = shader->getShaderConstHandle("$dynamicShadowMap");
mShadowMapSizeSC = shader->getShaderConstHandle("$shadowMapSize");

View file

@ -90,6 +90,11 @@ struct LightingShaderConstants
GFXShaderConstHandle *mLightConfigDataSC;
GFXShaderConstHandle *mLightSpotDirSC;
GFXShaderConstHandle* mHasVectorLightSC;
GFXShaderConstHandle* mVectorLightDirectionSC;
GFXShaderConstHandle* mVectorLightColorSC;
GFXShaderConstHandle* mVectorLightBrightnessSC;
GFXShaderConstHandle* mShadowMapSC;
GFXShaderConstHandle* mDynamicShadowMapSC;
GFXShaderConstHandle* mShadowMapSizeSC;

View file

@ -2235,6 +2235,22 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
lightSpotParams->arraySize = 4;
lightSpotParams->constSortPos = cspPotentialPrimitive;
Var* hasVectorLight = new Var("hasVectorLight", "int");
hasVectorLight->uniform = true;
hasVectorLight->constSortPos = cspPotentialPrimitive;
Var* vectorLightDirection = new Var("vectorLightDirection", "float4");
vectorLightDirection->uniform = true;
vectorLightDirection->constSortPos = cspPotentialPrimitive;
Var* vectorLightColor = new Var("vectorLightColor", "float4");
vectorLightColor->uniform = true;
vectorLightColor->constSortPos = cspPotentialPrimitive;
Var* vectorLightBrightness = new Var("vectorLightBrightness", "float");
vectorLightBrightness->uniform = true;
vectorLightBrightness->constSortPos = cspPotentialPrimitive;
Var* surface = getSurface(componentList, meta, fd);
if (!surface)
{
@ -2253,8 +2269,9 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
Var* lighting = new Var("lighting", "float4");
meta->addStatement(new GenOp(" @ = compute4Lights( @, @, @, @,\r\n"
" @, @, @);\r\n",
new DecOp(lighting), surface, lightMask, inLightPos, inLightConfigData, inLightColor, inLightSpotDir, lightSpotParams));
" @, @, @, @, @, @, @);\r\n",
new DecOp(lighting), surface, lightMask, inLightPos, inLightConfigData, inLightColor, inLightSpotDir, lightSpotParams,
hasVectorLight, vectorLightDirection, vectorLightColor, vectorLightBrightness));
meta->addStatement(new GenOp(" @.rgb += @.rgb;\r\n", curColor, lighting));

View file

@ -64,6 +64,12 @@ const String ShaderGenVars::lightAmbient("$ambient");
const String ShaderGenVars::lightConfigData("$inLightConfigData");
const String ShaderGenVars::lightSpotDir("$inLightSpotDir");
const String ShaderGenVars::lightSpotParams("$lightSpotParams");
const String ShaderGenVars::hasVectorLight("$hasVectorLight");
const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");
const String ShaderGenVars::vectorLightColor("$vectorLightColor");
const String ShaderGenVars::vectorLightBrightness("$vectorLightBrightness");
const String ShaderGenVars::specularColor("$specularColor");
const String ShaderGenVars::smoothness("$smoothness");
const String ShaderGenVars::metalness("$metalness");

View file

@ -77,6 +77,11 @@ struct ShaderGenVars
const static String lightConfigData;
const static String lightSpotDir;
const static String lightSpotParams;
const static String hasVectorLight;
const static String vectorLightDirection;
const static String vectorLightColor;
const static String vectorLightBrightness;
const static String specularColor;
const static String smoothness;
const static String metalness;

View file

@ -240,7 +240,11 @@ float4 compute4Lights( Surface surface,
float4 inLightConfigData[4],
float4 inLightColor[4],
float4 inLightSpotDir[4],
float4 lightSpotParams[4] )
float4 lightSpotParams[4],
int hasVectorLight,
float4 vectorLightDirection,
float4 vectorLightingColor,
float vectorLightBrightness )
{
float3 finalLighting = 0.0.xxx;
@ -280,6 +284,17 @@ float4 compute4Lights( Surface surface,
}
finalLighting += lighting;
}
//Vector light
[branch]
if(hasVectorLight)
{
SurfaceToLight surfaceToVecLight = createSurfaceToLight(surface, -vectorLightDirection.xyz);
float3 vecLighting = getDirectionalLight(surface, surfaceToVecLight, vectorLightingColor.rgb, vectorLightBrightness, 1);
finalLighting += vecLighting;
}
finalLighting *= shadowMask.rgb;
return float4(finalLighting,1);