Mastering Graphics Programming with Vulkan by Marco Castorina & Gabriel Sassone
Author:Marco Castorina & Gabriel Sassone
Language: eng
Format: epub
Publisher: Packt
Published: 2023-11-15T00:00:00+00:00
This solution provides a very efficient way to loop through the active lights for a given fragment.
CPU lights assignment
Weâll now look at the implementation. During each frame, we perform the following steps:
We start by sorting the lights by their depth value:float z_far = 100.0f;
for ( u32 i = 0; i < k_num_lights; ++i ) {
Light& light = lights[ i ];
vec4s p{ light.world_position.x,
light.world_position.y,
light.world_position.z, 1.0f };
vec3s p_min = glms_vec3_add( light.world_position,
glms_vec3_scale(
light_camera_dir,
-light.radius ) );
vec3s p_max = glms_vec3_add( light.world_position,
glms_vec3_scale(
light_camera_dir,
light.radius ) );
vec4s projected_p = glms_mat4_mulv(
world_to_camera, p );
vec4s projected_p_min = glms_mat4_mulv(
world_to_camera, p_min4 );
vec4s projected_p_max = glms_mat4_mulv(
world_to_camera, p_max4 );
SortedLight& sorted_light = sorted_lights[ i ];
sorted_light.light_index = i;
sorted_light.projected_z = ( -projected_p.z â
scene_data.z_near ) / ( z_far â
scene_data.z_near );
sorted_light.projected_z_min = ( -
projected_p_min.z - scene_data.z_near ) / (
z_far - scene_data.z_near );
sorted_light.projected_z_max = ( -
projected_p_max.z - scene_data.z_near ) / (
z_far - scene_data.z_near );
}
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