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#rb andrew.lauritzen #jira none #preflight 620a2a37015ab8f37a3e2d2c #lockdown juan.canada #ROBOMERGE-AUTHOR: charles.derousiers #ROBOMERGE-SOURCE: CL 18977253 in //UE5/Release-5.0/... via CL 18977320 via CL 18977399 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18977416 by charles derousiers in ue5-main branch]
85 lines
4.1 KiB
Plaintext
85 lines
4.1 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "../LargeWorldCoordinates.ush"
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// Rougly the same structure as in VirtualShadowMapArray.h, with some logic around LWC values
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struct FVirtualShadowMapProjectionShaderData
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{
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float4x4 TranslatedWorldToShadowViewMatrix;
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float4x4 ShadowViewToClipMatrix;
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float4x4 TranslatedWorldToShadowUVMatrix;
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float4x4 TranslatedWorldToShadowUVNormalMatrix;
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FLWCVector3 PreViewTranslation;
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uint LightType; // Matches ELightComponentType via defines in SSDDefinitions.ush
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float LightSourceRadius;
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FLWCVector3 ClipmapWorldOrigin;
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int2 ClipmapCornerOffset;
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int ClipmapIndex; // 0..ClipmapLevelCount-1
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int ClipmapLevel;
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int ClipmapLevelCount;
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float ClipmapResolutionLodBias;
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// Derived data for convenience when passing the structure around
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int VirtualShadowMapId;
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};
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FVirtualShadowMapProjectionShaderData DecodeVirtualShadowMapProjectionData(ByteAddressBuffer ProjectionData, int VirtualShadowMapId)
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{
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FVirtualShadowMapProjectionShaderData Result;
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Result.VirtualShadowMapId = VirtualShadowMapId;
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// Seems the FMatrix forces 16-byte alignment, so ensure padding matches the C++ structure size
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const uint Stride = 16 * 21;
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const uint Base = VirtualShadowMapId * Stride;
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Result.TranslatedWorldToShadowViewMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*0));
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Result.TranslatedWorldToShadowViewMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*1));
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Result.TranslatedWorldToShadowViewMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*2));
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Result.TranslatedWorldToShadowViewMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*3));
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Result.ShadowViewToClipMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*4));
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Result.ShadowViewToClipMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*5));
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Result.ShadowViewToClipMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*6));
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Result.ShadowViewToClipMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*7));
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Result.TranslatedWorldToShadowUVMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*8));
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Result.TranslatedWorldToShadowUVMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*9));
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Result.TranslatedWorldToShadowUVMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*10));
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Result.TranslatedWorldToShadowUVMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*11));
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Result.TranslatedWorldToShadowUVNormalMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*12));
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Result.TranslatedWorldToShadowUVNormalMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*13));
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Result.TranslatedWorldToShadowUVNormalMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*14));
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Result.TranslatedWorldToShadowUVNormalMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*15));
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// NOTE: Stick with struct-element-sized loads for the moment since we may only be using subsets
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// of the data in the calling code and we want to ensure the compiler has simple DCE options.
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float3 PreViewTranslationTile = asfloat(ProjectionData.Load3(Base + (16*16 + 4*0)));
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Result.LightType = (ProjectionData.Load (Base + (16*16 + 4*3)));
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float3 PreViewTranslationOffset = asfloat(ProjectionData.Load3(Base + (16*17 + 4*0)));
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Result.LightSourceRadius = asfloat(ProjectionData.Load (Base + (16*17 + 4*3)));
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float3 NegativeClipmapWorldOriginOffset = asfloat(ProjectionData.Load3(Base + (16*18 + 4*0)));
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Result.ClipmapResolutionLodBias = asfloat(ProjectionData.Load (Base + (16*18 + 4*3)));
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Result.ClipmapCornerOffset = asint (ProjectionData.Load2(Base + (16*19 + 4*0)));
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Result.ClipmapIndex = asint (ProjectionData.Load (Base + (16*19 + 4*2)));
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Result.ClipmapLevel = asint (ProjectionData.Load (Base + (16*19 + 4*3)));
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Result.ClipmapLevelCount = asint (ProjectionData.Load (Base + (16*20 + 4*0)));
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Result.PreViewTranslation = MakeLWCVector3(PreViewTranslationTile, PreViewTranslationOffset);
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Result.ClipmapWorldOrigin = LWCNegate(MakeLWCVector3(PreViewTranslationTile, NegativeClipmapWorldOriginOffset));
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return Result;
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}
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FVirtualShadowMapProjectionShaderData GetVirtualShadowMapProjectionData(int VirtualShadowMapId)
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{
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return DecodeVirtualShadowMapProjectionData(VirtualShadowMap.ProjectionData, VirtualShadowMapId);
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}
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