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(); }
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); }