Beispiel #1
0
	void MultiResSILLayer::ExtractVPLs(CameraPtr const & rsm_camera, LightSourcePtr const & light)
	{
		rsm_texs_[0]->BuildMipSubLevels();
		rsm_texs_[1]->BuildMipSubLevels();
		
		rsm_to_depth_derivate_pp_->Apply();
		
		float4x4 ls_to_es = rsm_camera->InverseViewMatrix() * g_buffer_camera_->ViewMatrix();
		float4x4 const & inv_proj = rsm_camera->InverseProjMatrix();
		LightSource::LightType type = light->Type();

		float4 vpl_params(static_cast<float>(VPL_COUNT), 2.0f, 
			              static_cast<float>(MIN_RSM_MIPMAP_SIZE), static_cast<float>(MIN_RSM_MIPMAP_SIZE * MIN_RSM_MIPMAP_SIZE));

		rsm_to_vpls_pps_[type]->SetParam(0, ls_to_es);
		rsm_to_vpls_pps_[type]->SetParam(1, vpl_params);
		rsm_to_vpls_pps_[type]->SetParam(2, light->Color());
		rsm_to_vpls_pps_[type]->SetParam(3, light->CosOuterInner());
		rsm_to_vpls_pps_[type]->SetParam(4, light->Falloff());
		rsm_to_vpls_pps_[type]->SetParam(5, g_buffer_camera_->InverseViewMatrix());
		float3 upper_left = MathLib::transform_coord(float3(-1, +1, 1), inv_proj);
		float3 upper_right = MathLib::transform_coord(float3(+1, +1, 1), inv_proj);
		float3 lower_left = MathLib::transform_coord(float3(-1, -1, 1), inv_proj);
		rsm_to_vpls_pps_[type]->SetParam(6, upper_left);
		rsm_to_vpls_pps_[type]->SetParam(7, upper_right - upper_left);
		rsm_to_vpls_pps_[type]->SetParam(8, lower_left - upper_left);
		rsm_to_vpls_pps_[type]->SetParam(9, int2(1, 0));
		rsm_to_vpls_pps_[type]->SetParam(10, 0.12f * rsm_camera->FarPlane());
		rsm_to_vpls_pps_[type]->SetParam(11, static_cast<float>(rsm_texs_[0]->NumMipMaps() - 1));

		rsm_to_vpls_pps_[type]->Apply();
	}
Beispiel #2
0
	void SceneObjectLightSourceProxy::Init(LightSourcePtr const & light,
			std::function<StaticMeshPtr(RenderModelPtr const &, std::wstring const &)> CreateMeshFactoryFunc)
	{
		std::string mesh_name;
		switch (light->Type())
		{
		case LightSource::LT_Ambient:
			mesh_name = "ambient_light_proxy.meshml";
			break;

		case LightSource::LT_Point:
		case LightSource::LT_SphereArea:
			mesh_name = "point_light_proxy.meshml";
			break;

		case LightSource::LT_Directional:
		case LightSource::LT_Sun:
			mesh_name = "directional_light_proxy.meshml";
			break;

		case LightSource::LT_Spot:
			mesh_name = "spot_light_proxy.meshml";
			break;

		case LightSource::LT_TubeArea:
			mesh_name = "tube_light_proxy.meshml";
			break;

		default:
			BOOST_ASSERT(false);
			break;
		}
		RenderModelPtr light_model = SyncLoadModel(mesh_name.c_str(), EAH_GPU_Read | EAH_Immutable,
			CreateModelFactory<RenderModel>(), CreateMeshFactoryFunc);
		this->Init(light, light_model);
	}