added deferred shading foreach_tile
This commit is contained in:
@@ -191,7 +191,6 @@ IntersectLightsWithTileMinMax(
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foreach (lightIndex = 0 ... numLights)
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foreach (lightIndex = 0 ... numLights)
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{
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{
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float light_positionView_z = light_positionView_z_array[lightIndex];
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float light_positionView_z = light_positionView_z_array[lightIndex];
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float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
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float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
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float light_attenuationEndNeg = -light_attenuationEnd;
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float light_attenuationEndNeg = -light_attenuationEnd;
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@@ -296,164 +295,164 @@ ShadeTile(
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uniform unsigned int8 framebuffer_b[]
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uniform unsigned int8 framebuffer_b[]
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)
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)
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{
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{
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if (tileNumLights == 0 || visualizeLightCount) {
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if (tileNumLights == 0 || visualizeLightCount) {
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uniform unsigned int8 c = (unsigned int8)(min(tileNumLights << 2, 255));
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uniform unsigned int8 c = (unsigned int8)(min(tileNumLights << 2, 255));
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foreach_tiled (y = tileStartY ... tileEndY, x = tileStartX ... tileEndX)
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foreach_tiled (y = tileStartY ... tileEndY, x = tileStartX ... tileEndX)
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{
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{
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int32 framebufferIndex = (y * gBufferWidth + x);
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int32 framebufferIndex = (y * gBufferWidth + x);
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framebuffer_r[framebufferIndex] = c;
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framebuffer_r[framebufferIndex] = c;
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framebuffer_g[framebufferIndex] = c;
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framebuffer_g[framebufferIndex] = c;
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framebuffer_b[framebufferIndex] = c;
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framebuffer_b[framebufferIndex] = c;
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}
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} else {
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uniform float twoOverGBufferWidth = 2.0f / gBufferWidth;
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uniform float twoOverGBufferHeight = 2.0f / gBufferHeight;
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foreach_tiled(y = tileStartY ... tileEndY, x = tileStartX ... tileEndX)
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{
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float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f);
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int32 gBufferOffset = y * gBufferWidth + x;
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// Reconstruct position and (negative) view vector from G-buffer
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float surface_positionView_x, surface_positionView_y, surface_positionView_z;
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float Vneg_x, Vneg_y, Vneg_z;
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float z = inputData.zBuffer[gBufferOffset];
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// Compute screen/clip-space position
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// NOTE: Mind DX11 viewport transform and pixel center!
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float positionScreen_x = (0.5f + (float)(x)) *
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twoOverGBufferWidth - 1.0f;
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// Unproject depth buffer Z value into view space
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surface_positionView_z = cameraProj_43 / (z - cameraProj_33);
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surface_positionView_x = positionScreen_x * surface_positionView_z /
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cameraProj_11;
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surface_positionView_y = positionScreen_y * surface_positionView_z /
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cameraProj_22;
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// We actually end up with a vector pointing *at* the
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// surface (i.e. the negative view vector)
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normalize3(surface_positionView_x, surface_positionView_y,
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surface_positionView_z, Vneg_x, Vneg_y, Vneg_z);
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// Reconstruct normal from G-buffer
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float surface_normal_x, surface_normal_y, surface_normal_z;
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float normal_x = half_to_float(inputData.normalEncoded_x[gBufferOffset]);
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float normal_y = half_to_float(inputData.normalEncoded_y[gBufferOffset]);
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float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y);
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float m = sqrt(4.0f * f - 1.0f);
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surface_normal_x = m * (4.0f * normal_x - 2.0f);
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surface_normal_y = m * (4.0f * normal_y - 2.0f);
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surface_normal_z = 3.0f - 8.0f * f;
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// Load other G-buffer parameters
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float surface_specularAmount =
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half_to_float(inputData.specularAmount[gBufferOffset]);
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float surface_specularPower =
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half_to_float(inputData.specularPower[gBufferOffset]);
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float surface_albedo_x = Unorm8ToFloat32(inputData.albedo_x[gBufferOffset]);
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float surface_albedo_y = Unorm8ToFloat32(inputData.albedo_y[gBufferOffset]);
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float surface_albedo_z = Unorm8ToFloat32(inputData.albedo_z[gBufferOffset]);
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float lit_x = 0.0f;
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float lit_y = 0.0f;
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float lit_z = 0.0f;
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for (uniform int32 tileLightIndex = 0; tileLightIndex < tileNumLights;
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++tileLightIndex) {
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uniform int32 lightIndex = tileLightIndices[tileLightIndex];
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// Gather light data relevant to initial culling
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uniform float light_positionView_x =
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inputData.lightPositionView_x[lightIndex];
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uniform float light_positionView_y =
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inputData.lightPositionView_y[lightIndex];
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uniform float light_positionView_z =
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inputData.lightPositionView_z[lightIndex];
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uniform float light_attenuationEnd =
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inputData.lightAttenuationEnd[lightIndex];
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// Compute light vector
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float L_x = light_positionView_x - surface_positionView_x;
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float L_y = light_positionView_y - surface_positionView_y;
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float L_z = light_positionView_z - surface_positionView_z;
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float distanceToLight2 = dot3(L_x, L_y, L_z, L_x, L_y, L_z);
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// Clip at end of attenuation
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float light_attenutaionEnd2 = light_attenuationEnd * light_attenuationEnd;
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cif (distanceToLight2 < light_attenutaionEnd2) {
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float distanceToLight = sqrt(distanceToLight2);
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// HLSL "rcp" is allowed to be fairly inaccurate
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float distanceToLightRcp = rcp(distanceToLight);
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L_x *= distanceToLightRcp;
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L_y *= distanceToLightRcp;
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L_z *= distanceToLightRcp;
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// Start computing brdf
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float NdotL = dot3(surface_normal_x, surface_normal_y,
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surface_normal_z, L_x, L_y, L_z);
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// Clip back facing
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cif (NdotL > 0.0f) {
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uniform float light_attenuationBegin =
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inputData.lightAttenuationBegin[lightIndex];
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// Light distance attenuation (linstep)
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float lightRange = (light_attenuationEnd - light_attenuationBegin);
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float falloffPosition = (light_attenuationEnd - distanceToLight);
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float attenuation = min(falloffPosition / lightRange, 1.0f);
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float H_x = (L_x - Vneg_x);
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float H_y = (L_y - Vneg_y);
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float H_z = (L_z - Vneg_z);
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normalize3(H_x, H_y, H_z, H_x, H_y, H_z);
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float NdotH = dot3(surface_normal_x, surface_normal_y,
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surface_normal_z, H_x, H_y, H_z);
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NdotH = max(NdotH, 0.0f);
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float specular = pow(NdotH, surface_specularPower);
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float specularNorm = (surface_specularPower + 2.0f) *
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(1.0f / 8.0f);
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float specularContrib = surface_specularAmount *
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specularNorm * specular;
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float k = attenuation * NdotL * (1.0f + specularContrib);
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uniform float light_color_x = inputData.lightColor_x[lightIndex];
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uniform float light_color_y = inputData.lightColor_y[lightIndex];
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uniform float light_color_z = inputData.lightColor_z[lightIndex];
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float lightContrib_x = surface_albedo_x * light_color_x;
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float lightContrib_y = surface_albedo_y * light_color_y;
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float lightContrib_z = surface_albedo_z * light_color_z;
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lit_x += lightContrib_x * k;
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lit_y += lightContrib_y * k;
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lit_z += lightContrib_z * k;
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}
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}
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}
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}
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} else {
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uniform float twoOverGBufferWidth = 2.0f / gBufferWidth;
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uniform float twoOverGBufferHeight = 2.0f / gBufferHeight;
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// Gamma correct
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foreach_tiled (y = tileStartY ... tileEndY, x = tileStartX ... tileEndX)
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// These pows are pretty slow right now, but we can do
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{
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// something faster if really necessary to squeeze every
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float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f);
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// last bit of performance out of it
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int32 gBufferOffset = y * gBufferWidth + x;
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float gamma = 1.0 / 2.2f;
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lit_x = pow(clamp(lit_x, 0.0f, 1.0f), gamma);
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lit_y = pow(clamp(lit_y, 0.0f, 1.0f), gamma);
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lit_z = pow(clamp(lit_z, 0.0f, 1.0f), gamma);
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framebuffer_r[gBufferOffset] = Float32ToUnorm8(lit_x);
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// Reconstruct position and (negative) view vector from G-buffer
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framebuffer_g[gBufferOffset] = Float32ToUnorm8(lit_y);
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float surface_positionView_x, surface_positionView_y, surface_positionView_z;
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framebuffer_b[gBufferOffset] = Float32ToUnorm8(lit_z);
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float Vneg_x, Vneg_y, Vneg_z;
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float z = inputData.zBuffer[gBufferOffset];
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// Compute screen/clip-space position
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// NOTE: Mind DX11 viewport transform and pixel center!
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float positionScreen_x = (0.5f + (float)(x)) *
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twoOverGBufferWidth - 1.0f;
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// Unproject depth buffer Z value into view space
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surface_positionView_z = cameraProj_43 / (z - cameraProj_33);
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surface_positionView_x = positionScreen_x * surface_positionView_z /
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cameraProj_11;
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surface_positionView_y = positionScreen_y * surface_positionView_z /
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cameraProj_22;
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// We actually end up with a vector pointing *at* the
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// surface (i.e. the negative view vector)
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normalize3(surface_positionView_x, surface_positionView_y,
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surface_positionView_z, Vneg_x, Vneg_y, Vneg_z);
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// Reconstruct normal from G-buffer
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float surface_normal_x, surface_normal_y, surface_normal_z;
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float normal_x = half_to_float(inputData.normalEncoded_x[gBufferOffset]);
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float normal_y = half_to_float(inputData.normalEncoded_y[gBufferOffset]);
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float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y);
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float m = sqrt(4.0f * f - 1.0f);
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surface_normal_x = m * (4.0f * normal_x - 2.0f);
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surface_normal_y = m * (4.0f * normal_y - 2.0f);
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surface_normal_z = 3.0f - 8.0f * f;
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// Load other G-buffer parameters
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float surface_specularAmount =
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half_to_float(inputData.specularAmount[gBufferOffset]);
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float surface_specularPower =
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half_to_float(inputData.specularPower[gBufferOffset]);
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float surface_albedo_x = Unorm8ToFloat32(inputData.albedo_x[gBufferOffset]);
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float surface_albedo_y = Unorm8ToFloat32(inputData.albedo_y[gBufferOffset]);
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float surface_albedo_z = Unorm8ToFloat32(inputData.albedo_z[gBufferOffset]);
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float lit_x = 0.0f;
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float lit_y = 0.0f;
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float lit_z = 0.0f;
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for (uniform int32 tileLightIndex = 0; tileLightIndex < tileNumLights;
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++tileLightIndex) {
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uniform int32 lightIndex = tileLightIndices[tileLightIndex];
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// Gather light data relevant to initial culling
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uniform float light_positionView_x =
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inputData.lightPositionView_x[lightIndex];
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uniform float light_positionView_y =
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inputData.lightPositionView_y[lightIndex];
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uniform float light_positionView_z =
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inputData.lightPositionView_z[lightIndex];
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uniform float light_attenuationEnd =
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inputData.lightAttenuationEnd[lightIndex];
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// Compute light vector
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float L_x = light_positionView_x - surface_positionView_x;
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float L_y = light_positionView_y - surface_positionView_y;
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float L_z = light_positionView_z - surface_positionView_z;
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float distanceToLight2 = dot3(L_x, L_y, L_z, L_x, L_y, L_z);
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// Clip at end of attenuation
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float light_attenutaionEnd2 = light_attenuationEnd * light_attenuationEnd;
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cif (distanceToLight2 < light_attenutaionEnd2) {
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float distanceToLight = sqrt(distanceToLight2);
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// HLSL "rcp" is allowed to be fairly inaccurate
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float distanceToLightRcp = rcp(distanceToLight);
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L_x *= distanceToLightRcp;
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L_y *= distanceToLightRcp;
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L_z *= distanceToLightRcp;
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// Start computing brdf
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float NdotL = dot3(surface_normal_x, surface_normal_y,
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surface_normal_z, L_x, L_y, L_z);
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// Clip back facing
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cif (NdotL > 0.0f) {
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uniform float light_attenuationBegin =
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inputData.lightAttenuationBegin[lightIndex];
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// Light distance attenuation (linstep)
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float lightRange = (light_attenuationEnd - light_attenuationBegin);
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float falloffPosition = (light_attenuationEnd - distanceToLight);
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float attenuation = min(falloffPosition / lightRange, 1.0f);
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float H_x = (L_x - Vneg_x);
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float H_y = (L_y - Vneg_y);
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float H_z = (L_z - Vneg_z);
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normalize3(H_x, H_y, H_z, H_x, H_y, H_z);
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float NdotH = dot3(surface_normal_x, surface_normal_y,
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surface_normal_z, H_x, H_y, H_z);
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NdotH = max(NdotH, 0.0f);
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float specular = pow(NdotH, surface_specularPower);
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float specularNorm = (surface_specularPower + 2.0f) *
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(1.0f / 8.0f);
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float specularContrib = surface_specularAmount *
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specularNorm * specular;
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float k = attenuation * NdotL * (1.0f + specularContrib);
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uniform float light_color_x = inputData.lightColor_x[lightIndex];
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uniform float light_color_y = inputData.lightColor_y[lightIndex];
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uniform float light_color_z = inputData.lightColor_z[lightIndex];
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float lightContrib_x = surface_albedo_x * light_color_x;
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float lightContrib_y = surface_albedo_y * light_color_y;
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float lightContrib_z = surface_albedo_z * light_color_z;
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lit_x += lightContrib_x * k;
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lit_y += lightContrib_y * k;
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lit_z += lightContrib_z * k;
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}
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}
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}
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// Gamma correct
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// These pows are pretty slow right now, but we can do
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// something faster if really necessary to squeeze every
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// last bit of performance out of it
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float gamma = 1.0 / 2.2f;
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lit_x = pow(clamp(lit_x, 0.0f, 1.0f), gamma);
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lit_y = pow(clamp(lit_y, 0.0f, 1.0f), gamma);
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lit_z = pow(clamp(lit_z, 0.0f, 1.0f), gamma);
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framebuffer_r[gBufferOffset] = Float32ToUnorm8(lit_x);
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framebuffer_g[gBufferOffset] = Float32ToUnorm8(lit_y);
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framebuffer_b[gBufferOffset] = Float32ToUnorm8(lit_z);
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}
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}
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}
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}
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}
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}
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@@ -116,6 +116,10 @@ void createContext(const int deviceId = 0)
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// Create driver context
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// Create driver context
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checkCudaErrors(cuCtxCreate(&context, 0, device));
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checkCudaErrors(cuCtxCreate(&context, 0, device));
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const size_t stackLimit = 4*1024;
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// const size_t heapLimit = 1024*1024*1024;
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checkCudaErrors(cuCtxSetLimit(CU_LIMIT_STACK_SIZE,stackLimit));
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// checkCudaErrors(cuCtxSetLimit(CU_LIMIT_MALLOC_HEAP_SIZE,heapLimit));
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}
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}
|
||||||
void destroyContext()
|
void destroyContext()
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user