Support lighting using a graphics buffer that is kep open!

This commit is contained in:
2026-02-23 19:24:57 -05:00
parent 4312ecd172
commit 3277624ec2
26 changed files with 342 additions and 146 deletions

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@@ -1,5 +1,13 @@
#ifndef ROOT_CONSTANTS_HLSL
#define ROOT_CONSTANTS_HLSL
struct PointLight
{
float3 Position;
float Radius;
float3 Color;
float Intensity;
};
cbuffer RootConstants : register(b0, space0)
{
@@ -16,6 +24,9 @@ cbuffer RootConstants : register(b0, space0)
float LightPad;
float3 LightColor;
float AmbientIntensity;
uint LightBufferIndex;
uint ActiveLightCount;
};

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@@ -1,10 +1,46 @@
#include "RootConstants.hlsl"
float4 main(float4 Color : TEXCOORD0, float3 WorldNormal : TEXCOORD1) : SV_Target0
struct Input
{
float3 N = normalize(WorldNormal);
float NdotL = saturate(dot(N, -LightDirection));
float3 diffuse = Color.rgb * LightColor * NdotL;
float3 ambient = Color.rgb * AmbientIntensity;
return float4(diffuse + ambient, Color.a);
float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float3 WorldPosition : TEXCOORD2;
};
float4 main(Input input) : SV_Target0
{
float3 normal = normalize(input.WorldNormal);
// Initial ambient component
float3 result = input.Color.rgb * LightColor * AmbientIntensity;
// Directional light contribution
float ndotl = max(dot(normal, -LightDirection), 0.0);
result += input.Color.rgb * LightColor * ndotl;
// Point lights
if (ActiveLightCount > 0)
{
StructuredBuffer<PointLight> pointLights = ResourceDescriptorHeap[LightBufferIndex];
for (uint i = 0; i < ActiveLightCount; ++i)
{
PointLight light = pointLights[i];
float3 lightDir = light.Position - input.WorldPosition;
float dist = length(lightDir);
if (dist < light.Radius)
{
lightDir = normalize(lightDir);
float attenuation = 1.0 - (dist / light.Radius);
attenuation = max(attenuation, 0.0);
float pndotl = max(dot(normal, lightDir), 0.0);
result += light.Color * input.Color.rgb * pndotl * attenuation * light.Intensity;
}
}
}
return float4(result, input.Color.a);
}

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@@ -2,6 +2,7 @@ struct Output
{
float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float3 WorldPosition : TEXCOORD2;
float4 Position : SV_Position;
};
@@ -20,8 +21,10 @@ Output main(uint vertexIndex : SV_VertexID)
float3 normal = asfloat(buffer.Load3(offset + 12));
float4 col = asfloat(buffer.Load4(offset + 24));
output.Position = mul(ViewProjection, mul(Model, float4(pos, 1.0f)));
float4 worldPos = mul(Model, float4(pos, 1.0f));
output.Position = mul(ViewProjection, worldPos);
output.Color = col;
output.WorldPosition = worldPos.xyz;
float3 worldNormal = mul((float3x3)Model, normal);
output.WorldNormal = worldNormal;