Point, spot and directional lights now working

This commit is contained in:
antopilo
2025-01-09 23:14:49 -05:00
parent 5a0686bd17
commit 95e1c38e0b

View File

@@ -160,11 +160,25 @@ PSOutput main(PSInput input)
float3 F0 = float3(0.04, 0.04, 0.04);
F0 = lerp(F0, albedo, metallic);
Light directionalLight;
bool foundDirectional = false;
for(int i = 0; i < pushConstants.LightCount; i++)
{
Light light = lights[i];
if(light.type == 0)
{
directionalLight = light;
foundDirectional = true;
break;
}
}
const float PI = 3.141592653589793f;
float3 Lo = float3(0.0, 0.0, 0.0);
// Directional
//Directional
if(foundDirectional)
{
Light light = lights[0];
Light light = directionalLight;
float3 L = normalize(light.direction);
float attenuation = 1.0f;
@@ -187,6 +201,44 @@ PSOutput main(PSInput input)
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
}
// other lights
for(int i = 0; i < pushConstants.LightCount; i++)
{
Light light = lights[i];
float3 L = normalize(light.position - worldPos);
float distance = length(light.position - worldPos);
float attenuation = 1.0 / (distance * distance);
float3 radiance = float3(0, 0, 0);
if(light.type == 1) // point light
{
radiance = light.color * attenuation;
}
else if(light.type == 2)
{
float theta = dot(L, normalize(-light.direction));
float epsilon = light.innerConeAngle - light.outerConeAngle;
float intensity = clamp((theta - light.outerConeAngle) / epsilon, 0.0, 1.0);
radiance = light.color * intensity;
}
float3 H = normalize(V + L);
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
float3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
float3 nominator = NDF * G * F;
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
float3 specular = nominator / denominator;
float3 kS = F;
float3 kD = float3(1.0, 1.0, 1.0) - kS;
kD *= 1.0 - metallic;
float NdotL = max(dot(N, L), 0.0);
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
}
float3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness);
float3 kS = F;
float3 kD = 1.0 - kS;