Files
UnrealEngine/Engine/Shaders/Private/AreaLightCommon.ush
2025-05-18 13:04:45 +08:00

71 lines
1.7 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RectLight.ush"
struct FAreaLight
{
float SphereSinAlpha;
float SphereSinAlphaSoft;
float LineCosSubtended;
float3 FalloffColor;
FRect Rect;
FRectTexture Texture;
uint IsRectAndDiffuseMicroReflWeight;
};
struct FAreaLightIntegrateContext
{
FAreaLight AreaLight;
float3 L;
float NoL;
float Falloff;
};
void SetIsRectLight(inout FAreaLight AreaLight, bool bIsRectLight)
{
AreaLight.IsRectAndDiffuseMicroReflWeight = (AreaLight.IsRectAndDiffuseMicroReflWeight & 0xFFFFFFFE) | (bIsRectLight ? 0x1 : 0x0);
}
bool IsRectLight(FAreaLight AreaLight)
{
return (AreaLight.IsRectAndDiffuseMicroReflWeight & 0x00000001) == 0x1;
}
void SetAreaLightDiffuseMicroReflWeight(inout FAreaLight AreaLight, float Weight)
{
// We store the 32 bits float as 31 bits by droping the sign bit.
AreaLight.IsRectAndDiffuseMicroReflWeight = (AreaLight.IsRectAndDiffuseMicroReflWeight & 0x00000001) | (asuint(Weight) << 1);
}
float GetAreaLightDiffuseMicroReflWeight(FAreaLight AreaLight)
{
return asfloat(AreaLight.IsRectAndDiffuseMicroReflWeight >> 1);
}
bool IsAreaLight(FAreaLight AreaLight)
{
return IsRectLight(AreaLight) || GetAreaLightDiffuseMicroReflWeight(AreaLight) < 1.0f;
}
FAreaLightIntegrateContext InitAreaLightIntegrateContext()
{
// Manual initialization of the area light as the compiler is unhappy otherwise
FAreaLightIntegrateContext Out;
Out.AreaLight.SphereSinAlpha = 0;
Out.AreaLight.SphereSinAlphaSoft = 0;
Out.AreaLight.LineCosSubtended = 0;
Out.AreaLight.FalloffColor = 0;
Out.AreaLight.Rect = (FRect)0;
Out.AreaLight.IsRectAndDiffuseMicroReflWeight = 0;
Out.AreaLight.Texture = InitRectTexture();
Out.L = 0;
Out.NoL = 0;
Out.Falloff = 0;
return Out;
}