Examples/DeferredShading: Optimize rendering with light meshes

This commit is contained in:
Jérôme Leclercq
2021-05-26 22:23:00 +02:00
parent 58fe411750
commit d2734d4f4b
2 changed files with 111 additions and 54 deletions

View File

@@ -4,24 +4,38 @@ struct PointLight
color: vec3<f32>,
position: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
radius: f32,
invRadius: f32,
}
[layout(std140)]
struct SpotLight
{
transformMatrix: mat4<f32>,
color: vec3<f32>,
position: vec3<f32>,
direction: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
radius: f32,
invRadius: f32,
innerAngle: f32,
outerAngle: f32,
outerAngle: f32
}
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
}
external
@@ -29,40 +43,41 @@ external
[binding(0)] colorTexture: sampler2D<f32>,
[binding(1)] normalTexture: sampler2D<f32>,
[binding(2)] positionTexture: sampler2D<f32>,
[binding(3)] lightParameters: uniform<SpotLight>
//[binding(3)] lightParameters: uniform<PointLight>
[binding(3)] lightParameters: uniform<SpotLight>,
[binding(4)] viewerData: uniform<ViewerData>
}
struct FragIn
{
[builtin(fragcoord)] fragcoord: vec4<f32>
}
[layout(std140)]
struct FragOut
{
[location(0)] color: vec4<f32>
}
[layout(std140)]
struct VertIn
{
[location(0)] pos: vec3<f32>,
[location(1)] uv: vec2<f32>
[location(0)] pos: vec3<f32>
}
[layout(std140)]
struct VertOut
{
[location(0)] uv: vec2<f32>,
[builtin(position)] position: vec4<f32>
}
[entry(frag)]
fn main(input: VertOut) -> FragOut
fn main(input: FragIn) -> FragOut
{
let normal = normalTexture.Sample(input.uv).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0);
let position = positionTexture.Sample(input.uv).xyz;
let fragcoord = (input.fragcoord).xy * viewerData.invRenderTargetSize;
let normal = normalTexture.Sample(fragcoord).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0);
let position = positionTexture.Sample(fragcoord).xyz;
let attenuation = compute_attenuation(position, normal);
let output: FragOut;
output.color = vec4<f32>(lightParameters.color, 1.0) * attenuation * colorTexture.Sample(input.uv);
output.color = vec4<f32>(lightParameters.color, 1.0) * attenuation * colorTexture.Sample(fragcoord);
return output;
}
@@ -71,8 +86,7 @@ fn main(input: VertOut) -> FragOut
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.uv = input.uv;
output.position = vec4<f32>(input.pos, 1.0);
output.position = viewerData.projectionMatrix * viewerData.viewMatrix * lightParameters.transformMatrix * vec4<f32>(input.pos, 1.0);
return output;
}
@@ -87,7 +101,7 @@ fn compute_attenuation(worldPos: vec3<f32>, normal: vec3<f32>) -> f32
let curAngle = dot(lightParameters.direction, -posToLight);
let innerMinusOuterAngle = lightParameters.innerAngle - lightParameters.outerAngle;
let attenuation = 1.0 / (lightParameters.constant + lightParameters.linear * distance + lightParameters.quadratic * (distance * distance));
let attenuation = max(1.0 - distance * lightParameters.invRadius, 0.0);
attenuation = attenuation * lambert * max((curAngle - lightParameters.outerAngle) / innerMinusOuterAngle, 0.0);
return attenuation;