vault backup: 2025-02-11 18:35:56
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{"c++内存泄漏分析工具":{"c++内存泄漏分析工具":{"internalLink":{"count":1,"lastUpdated":1737361366503}}},"tonemapping":{"tonemapping":{"currentFile":{"count":1,"lastUpdated":1737367609064}}},"body01":{"body01":{"currentFile":{"count":1,"lastUpdated":1738243350947}}},"Games":{"Games":{"currentFile":{"count":1,"lastUpdated":1738586917474}}},"Camera":{"Camera":{"currentFile":{"count":1,"lastUpdated":1739168843622}}}}
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{"c++内存泄漏分析工具":{"c++内存泄漏分析工具":{"internalLink":{"count":1,"lastUpdated":1737361366503}}},"tonemapping":{"tonemapping":{"currentFile":{"count":1,"lastUpdated":1737367609064}}},"body01":{"body01":{"currentFile":{"count":1,"lastUpdated":1738243350947}}},"Games":{"Games":{"currentFile":{"count":1,"lastUpdated":1738586917474}}},"Camera":{"Camera":{"currentFile":{"count":1,"lastUpdated":1739168843622}}},"DeferredLightVertexShaders":{"DeferredLightVertexShaders":{"currentFile":{"count":1,"lastUpdated":1739267675471}}}}
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@ -213,3 +213,240 @@ FComputeLightGridOutput FDeferredShadingSceneRenderer::GatherLightsAndComputeLig
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# RenderLights() -> RenderLight()
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## InternalRenderLight()
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## DeferredLightVertexShaders
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```c++
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// 输入参数.
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struct FInputParams
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{
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float2 PixelPos;
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float4 ScreenPosition;
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float2 ScreenUV;
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float3 ScreenVector;
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};
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// 派生参数.
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struct FDerivedParams
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{
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float3 CameraVector;
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float3 WorldPosition;
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};
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// 获取派生参数.
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FDerivedParams GetDerivedParams(in FInputParams Input, in float SceneDepth)
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{
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FDerivedParams Out;
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#if LIGHT_SOURCE_SHAPE > 0
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// With a perspective projection, the clip space position is NDC * Clip.w
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// With an orthographic projection, clip space is the same as NDC
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float2 ClipPosition = Input.ScreenPosition.xy / Input.ScreenPosition.w * (View.ViewToClip[3][3] < 1.0f ? SceneDepth : 1.0f);
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Out.WorldPosition = mul(float4(ClipPosition, SceneDepth, 1), View.ScreenToWorld).xyz;
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Out.CameraVector = normalize(Out.WorldPosition - View.WorldCameraOrigin);
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#else
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Out.WorldPosition = Input.ScreenVector * SceneDepth + View.WorldCameraOrigin;
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Out.CameraVector = normalize(Input.ScreenVector);
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#endif
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return Out;
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}
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Texture2D<uint> LightingChannelsTexture;
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uint GetLightingChannelMask(float2 UV)
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{
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uint2 IntegerUV = UV * View.BufferSizeAndInvSize.xy;
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return LightingChannelsTexture.Load(uint3(IntegerUV, 0)).x;
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}
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float GetExposure()
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{
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return View.PreExposure;
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}
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```
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向往文章中的SetupLightDataForStandardDeferred()变为InitDeferredLightFromUniforms()。位于LightDataUniform.ush。
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```c++
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FDeferredLightData InitDeferredLightFromUniforms(uint InLightType)
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{
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const bool bIsRadial = InLightType != LIGHT_TYPE_DIRECTIONAL;
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FDeferredLightData Out;
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Out.TranslatedWorldPosition = GetDeferredLightTranslatedWorldPosition();
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Out.InvRadius = DeferredLightUniforms.InvRadius;
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Out.Color = DeferredLightUniforms.Color;
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Out.FalloffExponent = DeferredLightUniforms.FalloffExponent;
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Out.Direction = DeferredLightUniforms.Direction;
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Out.Tangent = DeferredLightUniforms.Tangent;
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Out.SpotAngles = DeferredLightUniforms.SpotAngles;
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Out.SourceRadius = DeferredLightUniforms.SourceRadius;
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Out.SourceLength = bIsRadial ? DeferredLightUniforms.SourceLength : 0;
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Out.SoftSourceRadius = DeferredLightUniforms.SoftSourceRadius;
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Out.SpecularScale = DeferredLightUniforms.SpecularScale;
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Out.ContactShadowLength = abs(DeferredLightUniforms.ContactShadowLength);
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Out.ContactShadowLengthInWS = DeferredLightUniforms.ContactShadowLength < 0.0f;
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Out.ContactShadowCastingIntensity = DeferredLightUniforms.ContactShadowCastingIntensity;
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Out.ContactShadowNonCastingIntensity = DeferredLightUniforms.ContactShadowNonCastingIntensity;
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Out.DistanceFadeMAD = DeferredLightUniforms.DistanceFadeMAD;
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Out.ShadowMapChannelMask = DeferredLightUniforms.ShadowMapChannelMask;
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Out.ShadowedBits = DeferredLightUniforms.ShadowedBits;
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Out.bInverseSquared = bIsRadial && DeferredLightUniforms.FalloffExponent == 0; // Directional lights don't use 'inverse squared attenuation'
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Out.bRadialLight = bIsRadial;
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Out.bSpotLight = InLightType == LIGHT_TYPE_SPOT;
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Out.bRectLight = InLightType == LIGHT_TYPE_RECT;
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Out.RectLightData.BarnCosAngle = DeferredLightUniforms.RectLightBarnCosAngle;
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Out.RectLightData.BarnLength = DeferredLightUniforms.RectLightBarnLength;
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Out.RectLightData.AtlasData.AtlasMaxLevel = DeferredLightUniforms.RectLightAtlasMaxLevel;
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Out.RectLightData.AtlasData.AtlasUVOffset = DeferredLightUniforms.RectLightAtlasUVOffset;
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Out.RectLightData.AtlasData.AtlasUVScale = DeferredLightUniforms.RectLightAtlasUVScale;
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Out.HairTransmittance = InitHairTransmittanceData();
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return Out;
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}
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```
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### DeferredLightPixelMain
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```c++
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void DeferredLightPixelMain(
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#if LIGHT_SOURCE_SHAPE > 0
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float4 InScreenPosition : TEXCOORD0,
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#else
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float2 ScreenUV : TEXCOORD0,
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float3 ScreenVector : TEXCOORD1,
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#endif
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float4 SVPos : SV_POSITION,
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out float4 OutColor : SV_Target0
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#if STRATA_OPAQUE_ROUGH_REFRACTION_ENABLED
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, out float3 OutOpaqueRoughRefractionSceneColor : SV_Target1
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, out float3 OutSubSurfaceSceneColor : SV_Target2
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#endif
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)
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{
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const float2 PixelPos = SVPos.xy;
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OutColor = 0;
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#if STRATA_OPAQUE_ROUGH_REFRACTION_ENABLED
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OutOpaqueRoughRefractionSceneColor = 0;
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OutSubSurfaceSceneColor = 0;
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#endif
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// Convert input data (directional/local light)
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// 计算屏幕UV
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FInputParams InputParams = (FInputParams)0;
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InputParams.PixelPos = SVPos.xy;
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#if LIGHT_SOURCE_SHAPE > 0
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InputParams.ScreenPosition = InScreenPosition;
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InputParams.ScreenUV = InScreenPosition.xy / InScreenPosition.w * View.ScreenPositionScaleBias.xy + View.ScreenPositionScaleBias.wz;
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InputParams.ScreenVector = 0;
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#else
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InputParams.ScreenPosition = 0;
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InputParams.ScreenUV = ScreenUV;
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InputParams.ScreenVector = ScreenVector;
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#endif
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#if STRATA_ENABLED
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FStrataAddressing StrataAddressing = GetStrataPixelDataByteOffset(PixelPos, uint2(View.BufferSizeAndInvSize.xy), Strata.MaxBytesPerPixel);
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FStrataPixelHeader StrataPixelHeader = UnpackStrataHeaderIn(Strata.MaterialTextureArray, StrataAddressing, Strata.TopLayerTexture);
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BRANCH
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if (StrataPixelHeader.BSDFCount > 0 // This test is also enough to exclude sky pixels
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#if USE_LIGHTING_CHANNELS
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//灯光通道逻辑
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&& (GetLightingChannelMask(InputParams.ScreenUV) & DeferredLightUniforms.LightingChannelMask)
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#endif
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)
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{
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//通过SceneDepth获取的CameraVector以及当前像素的世界坐标
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const float SceneDepth = CalcSceneDepth(InputParams.ScreenUV);
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const FDerivedParams DerivedParams = GetDerivedParams(InputParams, SceneDepth);
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FDeferredLightData LightData = InitDeferredLightFromUniforms(CURRENT_LIGHT_TYPE);
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UpdateLightDataColor(LightData, InputParams, DerivedParams);
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float3 V =-DerivedParams.CameraVector;
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float3 L = LightData.Direction; // Already normalized
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float3 ToLight = L;
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float LightMask = 1;
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if (LightData.bRadialLight)
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{
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LightMask = GetLocalLightAttenuation(DerivedParams.TranslatedWorldPosition, LightData, ToLight, L);
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}
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if (LightMask > 0)
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{
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FShadowTerms ShadowTerms = { StrataGetAO(StrataPixelHeader), 1.0, 1.0, InitHairTransmittanceData() };
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float4 LightAttenuation = GetLightAttenuationFromShadow(InputParams, SceneDepth);
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float Dither = InterleavedGradientNoise(InputParams.PixelPos, View.StateFrameIndexMod8);
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const uint FakeShadingModelID = 0;
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const float FakeContactShadowOpacity = 1.0f;
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float4 PrecomputedShadowFactors = StrataReadPrecomputedShadowFactors(StrataPixelHeader, PixelPos, SceneTexturesStruct.GBufferETexture);
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GetShadowTerms(SceneDepth, PrecomputedShadowFactors, FakeShadingModelID, FakeContactShadowOpacity,
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LightData, DerivedParams.TranslatedWorldPosition, L, LightAttenuation, Dither, ShadowTerms);
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FStrataDeferredLighting StrataLighting = StrataDeferredLighting(
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LightData,
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V,
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L,
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ToLight,
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LightMask,
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ShadowTerms,
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Strata.MaterialTextureArray,
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StrataAddressing,
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StrataPixelHeader);
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OutColor += StrataLighting.SceneColor;
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#if STRATA_OPAQUE_ROUGH_REFRACTION_ENABLED
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OutOpaqueRoughRefractionSceneColor += StrataLighting.OpaqueRoughRefractionSceneColor;
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OutSubSurfaceSceneColor += StrataLighting.SubSurfaceSceneColor;
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#endif
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}
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}
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#else // STRATA_ENABLED
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FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(InputParams.ScreenUV);
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// Only light pixels marked as using deferred shading
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BRANCH if (ScreenSpaceData.GBuffer.ShadingModelID > 0
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#if USE_LIGHTING_CHANNELS
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&& (GetLightingChannelMask(InputParams.ScreenUV) & DeferredLightUniforms.LightingChannelMask)
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#endif
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)
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{
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const float SceneDepth = CalcSceneDepth(InputParams.ScreenUV);
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const FDerivedParams DerivedParams = GetDerivedParams(InputParams, SceneDepth);
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FDeferredLightData LightData = InitDeferredLightFromUniforms(CURRENT_LIGHT_TYPE);
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UpdateLightDataColor(LightData, InputParams, DerivedParams);
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#if USE_HAIR_COMPLEX_TRANSMITTANCE
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if (ScreenSpaceData.GBuffer.ShadingModelID == SHADINGMODELID_HAIR && ShouldUseHairComplexTransmittance(ScreenSpaceData.GBuffer))
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{
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LightData.HairTransmittance = EvaluateDualScattering(ScreenSpaceData.GBuffer, DerivedParams.CameraVector, -DeferredLightUniforms.Direction);
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}
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#endif
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float Dither = InterleavedGradientNoise(InputParams.PixelPos, View.StateFrameIndexMod8);
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float SurfaceShadow = 1.0f;
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float4 LightAttenuation = GetLightAttenuationFromShadow(InputParams, SceneDepth);
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float4 Radiance = GetDynamicLighting(DerivedParams.TranslatedWorldPosition, DerivedParams.CameraVector, ScreenSpaceData.GBuffer, ScreenSpaceData.AmbientOcclusion, ScreenSpaceData.GBuffer.ShadingModelID, LightData, LightAttenuation, Dither, uint2(InputParams.PixelPos), SurfaceShadow);
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OutColor += Radiance;
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}
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#endif // STRATA_ENABLED
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// RGB:SceneColor Specular and Diffuse
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// A:Non Specular SceneColor Luminance
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// So we need PreExposure for both color and alpha
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OutColor.rgba *= GetExposure();
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#if STRATA_OPAQUE_ROUGH_REFRACTION_ENABLED
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// Idem
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OutOpaqueRoughRefractionSceneColor *= GetExposure();
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OutSubSurfaceSceneColor *= GetExposure();
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#endif
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}
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#endif
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```
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