better var names

This commit is contained in:
Michael Riegger
2021-04-28 17:45:17 -07:00
parent 9dd3fe49df
commit 815c02fb57
@@ -15,7 +15,10 @@
#include <Atom/Features/PBR/Lights/LightTypesCommon.azsli>
#include <Atom/Features/Shadow/ProjectedShadow.azsli>
int GetShadowDirectionIndex(const float3 targetPos, const float3 lightPos)
// The order should match m_pointShadowTransforms in PointLightFeatureProcessor.h/.cpp
static const float3 PointLightShadowCubemapDirections[6] = {float3(-1,0,0), float3(1,0,0), float3(0,-1,0), float3(0,1,0), float3(0,0,-1), float3(0,0,1)};
int GetPointLightShadowCubemapFace(const float3 targetPos, const float3 lightPos)
{
const float3 toPoint = targetPos - lightPos;
const float maxElement = max(abs(toPoint.z), max(abs(toPoint.x), abs(toPoint.y)));
@@ -45,7 +48,7 @@ int GetShadowDirectionIndex(const float3 targetPos, const float3 lightPos)
}
}
int UnpackShadowIndex(const ViewSrg::PointLight light, const int i)
int UnpackPointLightShadowIndex(const ViewSrg::PointLight light, const int i)
{
if (i == 0)
{
@@ -97,15 +100,14 @@ void ApplyPointLight(ViewSrg::PointLight light, Surface surface, inout LightingD
float backShadowRatio = 0.0;
if (o_enableShadows)
{
// The order should match m_pointShadowTransforms in PointLightFeatureProcessor.h/.cpp
const float3 PointShadowDirections[6] = {float3(-1,0,0), float3(1,0,0), float3(0,-1,0), float3(0,1,0), float3(0,0,-1), float3(0,0,1)};
const int shadowDirectionIndex = GetShadowDirectionIndex(surface.position, light.m_position);
const int shadowIndex = UnpackShadowIndex(light, shadowDirectionIndex);
const int shadowCubemapFace = GetPointLightShadowCubemapFace(surface.position, light.m_position);
const int shadowIndex = UnpackPointLightShadowIndex(light, shadowCubemapFace);
litRatio *= ProjectedShadow::GetVisibility(
shadowIndex,
light.m_position,
surface.position,
PointShadowDirections[shadowDirectionIndex],
PointLightShadowCubemapDirections[shadowCubemapFace],
surface.normal);
// Use backShadowRatio to carry thickness from shadow map for thick mode