示例#1
0
void ShaderManagerVulkan::LightUpdateUniforms(int dirtyUniforms) {
	// Lighting
	if (dirtyUniforms & DIRTY_AMBIENT) {
		Uint8x3ToFloat4_AlphaUint8(ub_lights.ambientColor, gstate.ambientcolor, gstate.getAmbientA());
	}
	if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) {
		// Note - this one is not in lighting but in transformCommon as it has uses beyond lighting
		Uint8x3ToFloat4_AlphaUint8(ub_base.matAmbient, gstate.materialambient, gstate.getMaterialAmbientA());
	}
	if (dirtyUniforms & DIRTY_MATDIFFUSE) {
		Uint8x3ToFloat4(ub_lights.materialDiffuse, gstate.materialdiffuse);
	}
	if (dirtyUniforms & DIRTY_MATEMISSIVE) {
		Uint8x3ToFloat4(ub_lights.materialEmissive, gstate.materialemissive);
	}
	if (dirtyUniforms & DIRTY_MATSPECULAR) {
		Uint8x3ToFloat4_Alpha(ub_lights.materialSpecular, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
	}

	for (int i = 0; i < 4; i++) {
		if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
			if (gstate.isDirectionalLight(i)) {
				// Prenormalize
				float x = getFloat24(gstate.lpos[i * 3 + 0]);
				float y = getFloat24(gstate.lpos[i * 3 + 1]);
				float z = getFloat24(gstate.lpos[i * 3 + 2]);
				float len = sqrtf(x*x + y*y + z*z);
				if (len == 0.0f)
					len = 1.0f;
				else
					len = 1.0f / len;
				float vec[3] = { x * len, y * len, z * len };
				CopyFloat3To4(ub_lights.lpos[i], vec);
			} else {
				ExpandFloat24x3ToFloat4(ub_lights.lpos[i], &gstate.lpos[i * 3]);
			}
			ExpandFloat24x3ToFloat4(ub_lights.ldir[i], &gstate.ldir[i * 3]);
			ExpandFloat24x3ToFloat4(ub_lights.latt[i], &gstate.latt[i * 3]);
			CopyFloat1To4(ub_lights.lightAngle[i], getFloat24(gstate.lcutoff[i]));
			CopyFloat1To4(ub_lights.lightSpotCoef[i], getFloat24(gstate.lconv[i]));
			Uint8x3ToFloat4(ub_lights.lightAmbient[i], gstate.lcolor[i * 3]);
			Uint8x3ToFloat4(ub_lights.lightDiffuse[i], gstate.lcolor[i * 3 + 1]);
			Uint8x3ToFloat4(ub_lights.lightSpecular[i], gstate.lcolor[i * 3 + 2]);
		}
	}
}
示例#2
0
void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms) {
	// Lighting
	if (dirtyUniforms & DIRTY_AMBIENT) {
		Uint8x3ToFloat4_AlphaUint8(ub->ambientColor, gstate.ambientcolor, gstate.getAmbientA());
	}
	if (dirtyUniforms & DIRTY_MATDIFFUSE) {
		Uint8x3ToFloat4(ub->materialDiffuse, gstate.materialdiffuse);
	}
	if (dirtyUniforms & DIRTY_MATSPECULAR) {
		Uint8x3ToFloat4_Alpha(ub->materialSpecular, gstate.materialspecular, std::max(0.0f, getFloat24(gstate.materialspecularcoef)));
	}
	if (dirtyUniforms & DIRTY_MATEMISSIVE) {
		Uint8x3ToFloat4(ub->materialEmissive, gstate.materialemissive);
	}

	for (int i = 0; i < 4; i++) {
		if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
			if (gstate.isDirectionalLight(i)) {
				// Prenormalize
				float x = getFloat24(gstate.lpos[i * 3 + 0]);
				float y = getFloat24(gstate.lpos[i * 3 + 1]);
				float z = getFloat24(gstate.lpos[i * 3 + 2]);
				float len = sqrtf(x*x + y*y + z*z);
				if (len == 0.0f)
					len = 1.0f;
				else
					len = 1.0f / len;
				float vec[3] = { x * len, y * len, z * len };
				CopyFloat3To4(ub->lpos[i], vec);
			} else {
				ExpandFloat24x3ToFloat4(ub->lpos[i], &gstate.lpos[i * 3]);
			}
			ExpandFloat24x3ToFloat4(ub->ldir[i], &gstate.ldir[i * 3]);
			ExpandFloat24x3ToFloat4(ub->latt[i], &gstate.latt[i * 3]);
			CopyFloat1To4(ub->lightAngle[i], getFloat24(gstate.lcutoff[i]));
			CopyFloat1To4(ub->lightSpotCoef[i], getFloat24(gstate.lconv[i]));
			Uint8x3ToFloat4(ub->lightAmbient[i], gstate.lcolor[i * 3]);
			Uint8x3ToFloat4(ub->lightDiffuse[i], gstate.lcolor[i * 3 + 1]);
			Uint8x3ToFloat4(ub->lightSpecular[i], gstate.lcolor[i * 3 + 2]);
		}
	}
}