Add Phong lighting (WIP)

This commit is contained in:
Jérôme Leclercq
2022-01-11 19:47:29 +01:00
parent 504249e70f
commit b0a3941f4e
40 changed files with 1141 additions and 427 deletions

View File

@@ -13,42 +13,40 @@ namespace Nz
PredefinedLightData lightData;
FieldOffsets lightStruct(StructLayout::Std140);
lightData.innerOffsets.type = lightStruct.AddField(StructFieldType::Int1);
lightData.innerOffsets.color = lightStruct.AddField(StructFieldType::Float4);
lightData.innerOffsets.factor = lightStruct.AddField(StructFieldType::Float2);
lightData.innerOffsets.parameter1 = lightStruct.AddField(StructFieldType::Float4);
lightData.innerOffsets.parameter2 = lightStruct.AddField(StructFieldType::Float4);
lightData.innerOffsets.parameter3 = lightStruct.AddField(StructFieldType::Float2);
lightData.innerOffsets.shadowMappingFlag = lightStruct.AddField(StructFieldType::Bool1);
lightData.lightMemberOffsets.type = lightStruct.AddField(StructFieldType::Int1);
lightData.lightMemberOffsets.color = lightStruct.AddField(StructFieldType::Float4);
lightData.lightMemberOffsets.factor = lightStruct.AddField(StructFieldType::Float2);
lightData.lightMemberOffsets.parameter1 = lightStruct.AddField(StructFieldType::Float4);
lightData.lightMemberOffsets.parameter2 = lightStruct.AddField(StructFieldType::Float4);
lightData.lightMemberOffsets.parameter3 = lightStruct.AddField(StructFieldType::Float4);
lightData.lightMemberOffsets.shadowMappingFlag = lightStruct.AddField(StructFieldType::Bool1);
lightData.innerOffsets.totalSize = lightStruct.GetAlignedSize();
lightData.lightSize = lightStruct.GetAlignedSize();
FieldOffsets lightDataStruct(StructLayout::Std140);
for (std::size_t& lightOffset : lightData.lightArray)
lightOffset = lightDataStruct.AddStruct(lightStruct);
lightData.lightsOffset = lightDataStruct.AddStructArray(lightStruct, MaxLightCount);
lightData.lightCountOffset = lightDataStruct.AddField(StructFieldType::UInt1);
lightData.lightArraySize = lightDataStruct.GetAlignedSize();
lightData.totalSize = lightDataStruct.GetAlignedSize();
return lightData;
}
MaterialSettings::SharedUniformBlock PredefinedLightData::GetUniformBlock()
MaterialSettings::SharedUniformBlock PredefinedLightData::GetUniformBlock(UInt32 bindingIndex, ShaderStageTypeFlags shaderStages)
{
PredefinedLightData lightData = GetOffsets();
std::vector<MaterialSettings::UniformVariable> lightDataVariables;
for (std::size_t i = 0; i < lightData.lightArray.size(); ++i)
{
lightDataVariables.push_back({
"LightData[" + std::to_string(i) + "]",
lightData.lightArray[i]
});
}
std::vector<MaterialSettings::UniformVariable> variables = {
{
{ "Lights", lightData.lightsOffset }
}
};
MaterialSettings::SharedUniformBlock uniformBlock = {
0, //< FIXME
"Light",
std::move(lightDataVariables)
bindingIndex,
"LightData",
std::move(variables),
shaderStages
};
return uniformBlock;