feat(render): upload dynamic point lights per frame
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Valentin Popov committed 2026-10-18 11:24:16 +04:00
1 parent 7abf45de7e
commit 5a48d0b266
8 files changed
+575 -55

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@@ -39,6 +39,17 @@ layout(std430, set = 0, binding = 5) readonly buffer MaterialSpecular {
vec4 overlay;
} material_specular;
struct PointLightRecord {
vec4 position_range;
vec4 rgb_active;
vec4 coefficients_active;
};
layout(std430, set = 0, binding = 6) readonly buffer PointLightBuffer {
uvec4 header;
PointLightRecord records[];
} point_light_buffer;
layout(push_constant) uniform MaterialConstants {
layout(offset = 0) float alpha_cutoff;
layout(offset = 4) float diffuse_alpha;
@@ -180,29 +191,30 @@ LightingTerms native_material_lighting(
1.0
);
}
vec4 point_position_range = frame.point_position_range;
vec4 point_rgb_active = frame.point_rgb_active;
vec4 point_coefficients_active = frame.point_coefficients_active;
vec3 to_light = point_position_range.xyz - world_position;
float distance_squared = dot(to_light, to_light);
float range = point_position_range.w;
if (point_rgb_active.w > 0.5 && range > 0.0 && distance_squared <= range * range) {
for (uint index = 0u; index < point_light_buffer.header.x; ++index) {
PointLightRecord point_light = point_light_buffer.records[index];
vec3 to_light = point_light.position_range.xyz - world_position;
float distance_squared = dot(to_light, to_light);
float range = point_light.position_range.w;
if (point_light.rgb_active.w <= 0.5 || range <= 0.0 || distance_squared > range * range) {
continue;
}
float distance_to_light = sqrt(distance_squared);
if (distance_to_light > 0.000001) {
vec3 light_direction = to_light / distance_to_light;
float ndotl = dot(normal, light_direction);
if (ndotl > 0.0) {
float t = (range - distance_to_light) / range;
float attenuation = point_coefficients_active.x
+ point_coefficients_active.y * t
+ point_coefficients_active.z * t * t;
float attenuation = point_light.coefficients_active.x
+ point_light.coefficients_active.y * t
+ point_light.coefficients_active.z * t * t;
attenuation = max(attenuation, 0.0);
accumulated += ndotl * directional_rgb * point_rgb_active.rgb * attenuation;
accumulated += ndotl * directional_rgb * point_light.rgb_active.rgb * attenuation;
specular += specular_from_light(
normal,
view_direction,
light_direction,
point_rgb_active.rgb,
point_light.rgb_active.rgb,
specular_rgb,
specular_power,
attenuation