lighting testing
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@ -1,5 +1,6 @@
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#include "sh/sh_common.h"
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#define TAU 6.28318530718
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#define PI 3.14159265359
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#define GOLDEN 1.61803398875
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@ -118,6 +118,7 @@ SH_ASSERT_32BIT(struct sh_flood_constants, 6); /* Expected 32bit root constant
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* ========================== */
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SH_STRUCT(sh_shade_constants {
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SH_DECL(float, time);
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SH_DECL(uint, albedo_tex_urid);
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SH_DECL(uint, emittance_tex_urid);
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SH_DECL(uint, emittance_flood_tex_urid);
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@ -125,7 +126,7 @@ SH_STRUCT(sh_shade_constants {
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SH_DECL(uint, tex_width);
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SH_DECL(uint, tex_height);
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});
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SH_ASSERT_32BIT(struct sh_shade_constants, 6); /* Expected 32bit root constant size in shader */
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SH_ASSERT_32BIT(struct sh_shade_constants, 7); /* Expected 32bit root constant size in shader */
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/* ========================== *
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* Shape shader structures
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@ -5,7 +5,7 @@
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* ========================== */
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#define ROOTSIG \
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"RootConstants(num32BitConstants = 6, b0), " \
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"RootConstants(num32BitConstants = 7, b0), " \
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"DescriptorTable(SRV(t0, space = 0, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
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"DescriptorTable(SRV(t0, space = 1, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
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"DescriptorTable(UAV(u0, space = 2, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
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@ -33,6 +33,51 @@ struct cs_input {
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DECLS(uint3, SV_DispatchThreadID);
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};
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#define SAMPLES 4
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#define MARCHES 16
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INLINE float4 get_light_in_dir(uint2 pos, float2 dir)
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{
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float4 result = 0;
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uint2 at = pos;
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for (uint i = 0; i < MARCHES; ++i) {
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uint2 flood = g_emittance_flood_textures[g_constants.emittance_flood_tex_urid][at];
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int2 dist_vec = (int2)at - (int2)flood;
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float dist = length(dist_vec);
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if (dist < 2) {
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result = g_gbuff_textures[g_constants.emittance_tex_urid][flood];
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break;
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} else {
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at += dir * dist;
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}
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}
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return result;
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}
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float rand_float_from_float2(float2 pos) {
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return frac(sin(dot(pos.xy, float2(12.9898,78.233))) * 43758.5453123);
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}
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INLINE float4 get_light_at_pos(uint2 pos)
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{
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float4 result = 0;
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for (int i = 0; i < SAMPLES; ++i) {
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float angle = TAU * (((float)i + rand_float_from_float2(pos + (float)i + sin(g_constants.time))) / ((float)SAMPLES - 1));
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float2 dir = float2(sin(angle), cos(angle));
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float4 light_in_dir = get_light_in_dir(pos, dir);
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result += light_in_dir;
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}
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result /= SAMPLES;
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return result;
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// float4 emittance = g_gbuff_textures[g_constants.emittance_tex_urid][pos];
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// uint2 emittance_flood = g_emittance_flood_textures[g_constants.emittance_flood_tex_urid][pos];
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// emittance_flood *= (emittance_flood.x < 0xFFFF && emittance_flood.y < 0xFFFF);
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// return float4(float(emittance_flood.x) / float(g_constants.tex_width), float(emittance_flood.y) / float(g_constants.tex_height), 0, 1);
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}
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[numthreads(8, 8, 1)]
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SH_ENTRY(ROOTSIG) void cs(struct cs_input input)
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{
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@ -42,12 +87,9 @@ SH_ENTRY(ROOTSIG) void cs(struct cs_input input)
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}
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float4 old_color = g_gbuff_textures[g_constants.write_tex_urid][id];
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float4 albedo = g_gbuff_textures[g_constants.albedo_tex_urid][id];
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float4 emittance = g_gbuff_textures[g_constants.emittance_tex_urid][id];
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float4 lighting = get_light_at_pos(id);
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uint2 emittance_flood = g_emittance_flood_textures[g_constants.emittance_flood_tex_urid][id];
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emittance_flood *= (emittance_flood.x < 0xFFFF && emittance_flood.y < 0xFFFF);
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float4 final_color = old_color + albedo + float4(float(emittance_flood.x) / float(g_constants.tex_width), float(emittance_flood.y) / float(g_constants.tex_height), 0, 1);
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float4 final_color = old_color + albedo + lighting;
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g_write_textures[g_constants.write_tex_urid][id] = final_color;
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}
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@ -2931,6 +2931,8 @@ void gp_run(struct gp_run_params params)
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/* Set constants */
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struct sh_shade_constants constants = ZI;
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/* TODO: Remove this */
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constants.time = sh_float_from_f32((f32)SECONDS_FROM_NS(sys_time_ns()));
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constants.albedo_tex_urid = sh_uint_from_u32(sig->albedo->srv_descriptor->index);
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constants.emittance_tex_urid = sh_uint_from_u32(sig->emittance->srv_descriptor->index);
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constants.emittance_flood_tex_urid = sh_uint_from_u32(emittance_flood_read->srv_descriptor->index);
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