Moved Per-Frame data into Descriptors.
This commit is contained in:
parent
7d5b4034ca
commit
8fe9a953a4
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@ -27,8 +27,8 @@
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"CMAKE_EXPORT_COMPILE_COMMANDS": true,
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"CMAKE_MAKE_PROGRAM": "ninja",
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"CMAKE_TOOLCHAIN_FILE": "${sourceDir}/vcpkg/scripts/buildsystems/vcpkg.cmake",
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"DXC_SHADER_FLAGS": "-Zi",
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"GLSLC_SHADER_FLAGS": "-g"
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"DXC_SHADER_FLAGS": "-Zi;-D_DEBUG",
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"GLSLC_SHADER_FLAGS": "-g;-D_DEBUG"
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},
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"condition": {
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"type": "equals",
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@ -45,8 +45,8 @@
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"CMAKE_EXPORT_COMPILE_COMMANDS": true,
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"CMAKE_MAKE_PROGRAM": "ninja",
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"CMAKE_TOOLCHAIN_FILE": "${sourceDir}/vcpkg/scripts/buildsystems/vcpkg.cmake",
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"DXC_SHADER_FLAGS": "-Zi",
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"GLSLC_SHADER_FLAGS": "-g"
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"DXC_SHADER_FLAGS": "-Zi;-D_DEBUG",
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"GLSLC_SHADER_FLAGS": "-g;-D_DEBUG"
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},
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"condition": {
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"type": "equals",
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@ -63,8 +63,8 @@
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"CMAKE_EXPORT_COMPILE_COMMANDS": true,
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"CMAKE_MAKE_PROGRAM": "ninja",
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"CMAKE_TOOLCHAIN_FILE": "${sourceDir}/vcpkg/scripts/buildsystems/vcpkg.cmake",
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"DXC_SHADER_FLAGS": "-Zi",
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"GLSLC_SHADER_FLAGS": "-g",
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"DXC_SHADER_FLAGS": "-Zi;-D_DEBUG",
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"GLSLC_SHADER_FLAGS": "-g;-D_DEBUG",
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"MSVC_DEFINES": "ASTER_NO_BREAK"
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},
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"condition": {
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@ -61,7 +61,7 @@ AssetLoader::LoadHdrImage(Texture *texture, cstr path, cstr name) const
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ERROR_IF(texture->IsValid(), "Expected invalid image.") THEN_ABORT(-1);
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i32 x, y, nChannels;
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const f32 *data = stbi_loadf(path, &x, &y, &nChannels, 4);
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f32 *data = stbi_loadf(path, &x, &y, &nChannels, 4);
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assert(nChannels == 3);
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ERROR_IF(!data, "Could not load {}", path) THEN_ABORT(-1);
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@ -75,6 +75,8 @@ AssetLoader::LoadHdrImage(Texture *texture, cstr path, cstr name) const
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stagingBuffer.Init(m_ResourceManager->m_Device, (sizeof *data) * x * y * 4, "HDR Staging Buffer");
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stagingBuffer.Write(m_ResourceManager->m_Device, 0, stagingBuffer.GetSize(), data);
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stbi_image_free(data);
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#pragma region Setup Copy/Sync primitives
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vk::BufferImageCopy2 copyRegion = {
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.bufferOffset = 0,
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@ -139,6 +139,8 @@ main(int, char **)
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PhysicalDevices physicalDevices = {&window, &context};
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PhysicalDevice deviceToUse = FindSuitableDevice(physicalDevices);
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usize physicalDeviceOffsetAlignment = deviceToUse.m_DeviceProperties.limits.minUniformBufferOffsetAlignment;
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INFO("Using {} as the primary device.", deviceToUse.m_DeviceProperties.deviceName.data());
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Features enabledDeviceFeatures = {
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@ -197,14 +199,14 @@ main(int, char **)
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lightManager.Update();
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vk::DescriptorPool descriptorPool;
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vk::DescriptorSet descriptorSet;
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vk::DescriptorSet perFrameDescriptor;
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{
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vk::DescriptorSetLayout descriptorSetLayout = pipeline.m_SetLayouts[1];
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eastl::array poolSizes = {
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vk::DescriptorPoolSize{
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.type = vk::DescriptorType::eUniformBuffer,
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.descriptorCount = 1,
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.descriptorCount = 3,
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},
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};
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vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo = {
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@ -216,7 +218,7 @@ main(int, char **)
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.descriptorSetCount = 1,
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.pSetLayouts = &descriptorSetLayout,
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};
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AbortIfFailed(device.m_Device.allocateDescriptorSets(&descriptorSetAllocateInfo, &descriptorSet));
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AbortIfFailed(device.m_Device.allocateDescriptorSets(&descriptorSetAllocateInfo, &perFrameDescriptor));
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}
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vk::Extent2D internalResolution = {1920, 1080};
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@ -224,22 +226,50 @@ main(int, char **)
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CameraController cameraController = {vec3{0.0f, 0.0f, 2.0f}, vec3{0.0f}, 70_deg,
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Cast<f32>(swapchain.m_Extent.width) / Cast<f32>(swapchain.m_Extent.height)};
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usize uboSize = 0;
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usize cameraSize = sizeof cameraController.m_Camera;
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uboSize += ClosestMultiple(cameraSize, physicalDeviceOffsetAlignment);
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usize lightOffset = uboSize;
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usize lightingSize = sizeof environment + sizeof lightManager.m_MetaInfo;
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uboSize += ClosestMultiple(lightingSize, physicalDeviceOffsetAlignment);
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u8 *data = new u8[uboSize];
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memcpy(data, &cameraController.m_Camera, cameraSize);
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memcpy(data + lightOffset, &environment, sizeof environment);
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memcpy(data + lightOffset + sizeof environment, &lightManager.m_MetaInfo, sizeof lightManager.m_MetaInfo);
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UniformBuffer ubo;
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ubo.Init(&device, sizeof cameraController.m_Camera, "Camera UBO");
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ubo.Write(&device, 0, sizeof cameraController.m_Camera, &cameraController.m_Camera);
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vk::DescriptorBufferInfo descriptorBufferInfo = {
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ubo.Init(&device, uboSize, "Desc1 UBO");
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ubo.Write(&device, 0, ubo.GetSize(), data);
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delete[] data;
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vk::DescriptorBufferInfo cameraBufferInfo = {
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.buffer = ubo.m_Buffer,
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.offset = 0,
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.range = ubo.GetSize(),
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.range = cameraSize,
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};
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vk::DescriptorBufferInfo lightingBufferInfo = {
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.buffer = ubo.m_Buffer,
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.offset = lightOffset,
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.range = lightingSize,
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};
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eastl::array writeDescriptors = {
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vk::WriteDescriptorSet{
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.dstSet = descriptorSet,
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.dstSet = perFrameDescriptor,
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.dstBinding = 0,
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.dstArrayElement = 0,
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.descriptorCount = 1,
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.descriptorType = vk::DescriptorType::eUniformBuffer,
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.pBufferInfo = &descriptorBufferInfo,
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.pBufferInfo = &cameraBufferInfo,
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},
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vk::WriteDescriptorSet{
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.dstSet = perFrameDescriptor,
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.dstBinding = 1,
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.dstArrayElement = 0,
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.descriptorCount = 1,
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.descriptorType = vk::DescriptorType::eUniformBuffer,
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.pBufferInfo = &lightingBufferInfo,
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},
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};
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device.m_Device.updateDescriptorSets(Cast<u32>(writeDescriptors.size()), writeDescriptors.data(), 0, nullptr);
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@ -376,6 +406,11 @@ main(int, char **)
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bool showPrefilter = false;
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bool useSpecular = true;
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constexpr u32 USE_DIFFUSE_BIT = 1;
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constexpr u32 USE_SPECULAR_BIT = 1 << 1;
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constexpr u32 SHOW_DIFFUSE_BIT = 1 << 2;
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constexpr u32 SHOW_PREFILTER_BIT = 1 << 3;
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i32 height = Cast<i32>(internalResolution.height);
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f32 camPitch = glm::degrees(cameraController.m_Pitch);
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f32 camYaw = glm::degrees(cameraController.m_Yaw);
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@ -548,45 +583,40 @@ main(int, char **)
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cmd.setScissor(0, 1, &scissor);
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline.m_Layout, 0, 1,
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&resourceManager.m_DescriptorSet, 0, nullptr);
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline.m_Layout, 1, 1, &descriptorSet, 0, nullptr);
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline.m_Layout, 1, 1, &perFrameDescriptor, 0,
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nullptr);
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cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline.m_Layout, 1, 1, &perFrameDescriptor, 0,
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nullptr);
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cmd.bindIndexBuffer(model.m_IndexBuffer.m_Buffer, 0, vk::IndexType::eUint32);
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cmd.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline.m_Pipeline);
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u32 flags = 0;
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if (useSpecular)
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{
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flags |= USE_SPECULAR_BIT;
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}
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if (useDiffuse)
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{
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flags |= USE_DIFFUSE_BIT;
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}
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if (showPrefilter)
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{
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flags |= SHOW_PREFILTER_BIT;
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}
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if (showDiffuse)
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{
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flags |= SHOW_DIFFUSE_BIT;
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}
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u32 pcbOffset = 0;
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cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof model.m_Handles,
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&model.m_Handles);
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pcbOffset += sizeof model.m_Handles;
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Environment thisFrameEnvBuffers = environment;
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if (showDiffuse)
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{
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thisFrameEnvBuffers.m_Skybox = environment.m_Diffuse;
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}
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else if (showPrefilter)
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{
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thisFrameEnvBuffers.m_Skybox = environment.m_Prefilter;
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}
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if (!useDiffuse)
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{
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thisFrameEnvBuffers.m_Diffuse = {};
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}
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if (!useSpecular)
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{
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thisFrameEnvBuffers.m_BrdfLut = {};
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thisFrameEnvBuffers.m_Prefilter = {};
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}
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assert(pcbOffset == 16);
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cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof thisFrameEnvBuffers,
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&thisFrameEnvBuffers);
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pcbOffset += sizeof thisFrameEnvBuffers;
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cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof lightManager.m_MetaInfo,
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&lightManager.m_MetaInfo);
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pcbOffset += sizeof lightManager.m_MetaInfo;
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cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof flags, &flags);
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pcbOffset += sizeof flags;
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for (auto &prim : model.m_MeshPrimitives)
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{
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@ -43,6 +43,18 @@ CreatePipeline(const Device *device, vk::Format attachmentFormat, const GpuResou
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.descriptorCount = 1,
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.stageFlags = vk::ShaderStageFlagBits::eAll,
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},
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vk::DescriptorSetLayoutBinding{
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.binding = 1,
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.descriptorType = vk::DescriptorType::eUniformBuffer,
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.descriptorCount = 1,
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.stageFlags = vk::ShaderStageFlagBits::eAll,
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},
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vk::DescriptorSetLayoutBinding{
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.binding = 2,
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.descriptorType = vk::DescriptorType::eUniformBuffer,
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.descriptorCount = 1,
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.stageFlags = vk::ShaderStageFlagBits::eAll,
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},
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};
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vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo = {
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.bindingCount = Cast<u32>(descriptorSetLayoutBindings.size()),
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@ -57,7 +69,7 @@ CreatePipeline(const Device *device, vk::Format attachmentFormat, const GpuResou
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vk::PushConstantRange pushConstantRange = {
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.stageFlags = vk::ShaderStageFlagBits::eAll,
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.offset = 0,
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.size = 52,
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.size = 32,
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};
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vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo = {
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@ -192,6 +204,18 @@ CreateBackgroundPipeline(const Device *device, vk::Format attachmentFormat, cons
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.descriptorCount = 1,
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.stageFlags = vk::ShaderStageFlagBits::eAll,
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},
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vk::DescriptorSetLayoutBinding{
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.binding = 1,
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.descriptorType = vk::DescriptorType::eUniformBuffer,
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.descriptorCount = 1,
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.stageFlags = vk::ShaderStageFlagBits::eAll,
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},
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vk::DescriptorSetLayoutBinding{
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.binding = 2,
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.descriptorType = vk::DescriptorType::eUniformBuffer,
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.descriptorCount = 1,
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.stageFlags = vk::ShaderStageFlagBits::eAll,
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},
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};
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vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo = {
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.bindingCount = Cast<u32>(descriptorSetLayoutBindings.size()),
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@ -206,7 +230,7 @@ CreateBackgroundPipeline(const Device *device, vk::Format attachmentFormat, cons
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vk::PushConstantRange pushConstantRange = {
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.stageFlags = vk::ShaderStageFlagBits::eAll,
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.offset = 0,
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.size = 52,
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.size = 32,
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};
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vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo = {
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@ -15,7 +15,23 @@ PS_Output main(PS_Input StageInput)
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PS_Output StageOutput;
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float3 Direction = normalize(StageInput.WorldPosition - Camera.Position.xyz);
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float4 Color = TextureCubes[PushConstant.EnvCubeHandle].Sample(ImmutableSamplers[PushConstant.EnvCubeHandle], Direction);
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#ifndef _DEBUG
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float4 Color = TextureCubes[Lights.EnvCubeHandle].Sample(ImmutableSamplers[Lights.EnvCubeHandle], Direction);
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#else
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float4 Color;
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if ((PushConstant.DebugFlags & SHOW_DIFFUSE_BIT) > 0)
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{
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Color = TextureCubes[Lights.DiffuseIrradianceHandle].Sample(ImmutableSamplers[Lights.DiffuseIrradianceHandle], Direction);
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}
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else if ((PushConstant.DebugFlags & SHOW_PREFILTER_BIT) > 0)
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{
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Color = TextureCubes[Lights.PrefilterHandle].Sample(ImmutableSamplers[Lights.PrefilterHandle], Direction);
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}
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else
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{
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Color = TextureCubes[Lights.EnvCubeHandle].Sample(ImmutableSamplers[Lights.EnvCubeHandle], Direction);
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}
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#endif
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StageOutput.Color = float4(Uncharted2Tonemap(Color.rgb), Color.a);
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return StageOutput;
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@ -2,34 +2,53 @@
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struct CameraData
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{
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float4x4 View;
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float4x4 Projection;
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float4x4 InvView;
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float4x4 InvProjection;
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float4 Position;
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float4x4 View; // 64
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float4x4 Projection; // 128
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float4x4 InvView; // 192
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float4x4 InvProjection; // 256
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float4 Position; // 272
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};
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struct Lighting
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{
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uint EnvCubeHandle; // 4
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uint DiffuseIrradianceHandle; // 8
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uint PrefilterHandle; // 12
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uint BrdfLutHandle; // 16
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uint LightHandle; // 20
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uint PointLightIndexer; // 24
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uint DirectionalLightIndexer; // 28
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};
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struct ModelHandles
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{
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uint VertexBufferHandle; // 4
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uint VertexDataHandle; // 8
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uint MaterialBufferHandle; // 12
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uint NodeBufferHandle; // 16
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};
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struct Block
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{
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uint VertexBufferHandle;
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uint VertexDataHandle;
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uint MaterialBufferHandle;
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uint NodeBufferHandle;
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uint VertexBufferHandle; // 4
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uint VertexDataHandle; // 8
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uint MaterialBufferHandle; // 12
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uint NodeBufferHandle; // 16
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uint EnvCubeHandle;
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uint DiffuseIrradianceHandle;
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uint PrefilterHandle;
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uint BrdfLutHandle;
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uint DebugFlags; // 20
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uint LightHandle;
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uint PointLightIndexer;
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uint DirectionalLightIndexer;
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int MaterialIdx;
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uint NodeIdx;
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int MaterialIdx; // 24
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uint NodeIdx; // 28
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};
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static const uint USE_DIFFUSE_BIT = 1;
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static const uint USE_SPECULAR_BIT = 2;
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static const uint SHOW_DIFFUSE_BIT = 4;
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static const uint SHOW_PREFILTER_BIT = 8;
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[[vk::binding(0, 1)]] ConstantBuffer<CameraData> Camera;
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[[vk::binding(1, 1)]] ConstantBuffer<Lighting> Lights;
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[[vk::binding(2, 1)]] ConstantBuffer<ModelHandles> Model;
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[[vk::push_constant]]
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Block PushConstant;
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@ -70,9 +70,9 @@ float2 GetMetalRough(float2 UV)
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float3 SampleIrradiance(float3 Direction)
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{
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if (PushConstant.DiffuseIrradianceHandle != INVALID_HANDLE)
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if (Lights.DiffuseIrradianceHandle != INVALID_HANDLE)
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{
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return TextureCubes[PushConstant.DiffuseIrradianceHandle].Sample(ImmutableSamplers[PushConstant.DiffuseIrradianceHandle], Direction).rgb;
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return TextureCubes[Lights.DiffuseIrradianceHandle].Sample(ImmutableSamplers[Lights.DiffuseIrradianceHandle], Direction).rgb;
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}
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return 0.04f.xxx;
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}
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@ -81,18 +81,18 @@ float3 SamplePrefiltered(float3 Direction, float Roughness)
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{
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const float MAX_MIP_LEVEL = 5.0f;
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float Mip = MAX_MIP_LEVEL * Roughness;
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if (PushConstant.PrefilterHandle != INVALID_HANDLE)
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if (Lights.PrefilterHandle != INVALID_HANDLE)
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{
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return TextureCubes[PushConstant.PrefilterHandle].SampleLevel(ImmutableSamplers[PushConstant.PrefilterHandle], Direction, Mip).rgb;
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return TextureCubes[Lights.PrefilterHandle].SampleLevel(ImmutableSamplers[Lights.PrefilterHandle], Direction, Mip).rgb;
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}
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return 0.0f.xxx;
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}
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float2 SampleBrdfLut(float NdotV, float Roughness)
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{
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if (PushConstant.BrdfLutHandle != INVALID_HANDLE)
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if (Lights.BrdfLutHandle != INVALID_HANDLE)
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{
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return TexturesRG[PushConstant.BrdfLutHandle].Sample(ImmutableSamplers[PushConstant.BrdfLutHandle], float2(NdotV, Roughness));
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return TexturesRG[Lights.BrdfLutHandle].Sample(ImmutableSamplers[Lights.BrdfLutHandle], float2(NdotV, Roughness));
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}
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return 0.0f.xx;
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}
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@ -171,11 +171,11 @@ float3 GetPBRContrib(float3 Albedo, float3 LightColor, float3 ViewDir, float3 No
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float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
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{
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if (PushConstant.LightHandle == INVALID_HANDLE)
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||||
if (Lights.LightHandle == INVALID_HANDLE)
|
||||
return 0.0f.xxx;
|
||||
|
||||
uint Offset = IndexerOffset(PushConstant.PointLightIndexer);
|
||||
uint Count = IndexerCount(PushConstant.PointLightIndexer);
|
||||
uint Offset = IndexerOffset(Lights.PointLightIndexer);
|
||||
uint Count = IndexerCount(Lights.PointLightIndexer);
|
||||
|
||||
float3 ViewDir = normalize(Camera.Position.xyz - Position);
|
||||
|
||||
|
|
@ -190,7 +190,7 @@ float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position,
|
|||
float3 Contrib = 0.0f;
|
||||
for (uint i = 0; i < Count; ++i)
|
||||
{
|
||||
PointLight Light = PointLightBuffer[PushConstant.LightHandle][i + Offset];
|
||||
PointLight Light = PointLightBuffer[Lights.LightHandle][i + Offset];
|
||||
|
||||
if (Light.Range < 0.0f)
|
||||
continue;
|
||||
|
|
@ -218,10 +218,10 @@ float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position,
|
|||
|
||||
float3 GetDirectionalLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
|
||||
{
|
||||
if (PushConstant.LightHandle == INVALID_HANDLE)
|
||||
if (Lights.LightHandle == INVALID_HANDLE)
|
||||
return 0.0f.xxx;
|
||||
|
||||
uint Count = IndexerCount(PushConstant.DirectionalLightIndexer);
|
||||
uint Count = IndexerCount(Lights.DirectionalLightIndexer);
|
||||
|
||||
float3 ViewDir = normalize(Camera.Position.xyz - Position);
|
||||
|
||||
|
|
@ -236,7 +236,7 @@ float3 GetDirectionalLightInfluence(float3 Albedo, float2 MetalRough, float3 Pos
|
|||
float3 Contrib = 0.0f;
|
||||
for (uint i = 0; i < Count; ++i)
|
||||
{
|
||||
DirectionalLight Light = DirectionalLightBuffer[PushConstant.LightHandle][i];
|
||||
DirectionalLight Light = DirectionalLightBuffer[Lights.LightHandle][i];
|
||||
|
||||
if (Light.Validity_ < 0.0f)
|
||||
continue;
|
||||
|
|
@ -279,6 +279,14 @@ float3 GetAmbientInfluence(float3 Albedo, float2 MetalRough, float3 Position, fl
|
|||
float3 Specular = PrefilteredColor * (K_Specular * EnvBRDF.x + EnvBRDF.y);
|
||||
|
||||
float3 DiffuseIrradiance = Albedo * SampleIrradiance(Normal);
|
||||
#ifdef _DEBUG
|
||||
if ((PushConstant.DebugFlags & USE_DIFFUSE_BIT) == 0) {
|
||||
DiffuseIrradiance = 0.0f.xxx;
|
||||
}
|
||||
if ((PushConstant.DebugFlags & USE_SPECULAR_BIT) == 0) {
|
||||
Specular = 0.0f.xxx;
|
||||
}
|
||||
#endif
|
||||
|
||||
return (K_Diffuse * DiffuseIrradiance + Specular) * Occlusion;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue