SHADOWS WORK

This commit is contained in:
Dynamitos
2025-05-10 22:52:46 +02:00
parent 980414e38b
commit 08a4dbdfdf
6 changed files with 63 additions and 32 deletions
+21 -15
View File
@@ -11,6 +11,12 @@ struct LightCullingData
};
ParameterBlock<LightCullingData> pLightCullingData;
static const float4x4 biasMat = float4x4(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
[shader("pixel")]
float4 fragmentMain(in FragmentParameter params) : SV_Target
{
@@ -24,22 +30,22 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
float4 lightSpacePos = mul(pLightEnv.directionalLights[i].lightSpaceMatrix, float4(params.position_WS, 1));
float3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
projCoords.xy = projCoords.xy * 0.5 + 0.5;
projCoords.z /= 2;
float closestDepth = pLightEnv.shadowMap.Sample(pLightEnv.shadowSampler, projCoords.xy).r;
float currentDepth = projCoords.z;
float bias = max(0.05 * (1.0 - dot(brdf.getNormal(), pLightEnv.directionalLights[i].direction.xyz)), 0.005);
float shadow = currentDepth + bias < closestDepth ? 1.0 : 0.0;
result += float3(currentDepth, 0, 0);//shadow * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for (uint i = 0; i < lightCount; ++i)
float4 lightSpacePos = mul(biasMat, mul(pLightEnv.directionalLights[i].lightSpaceMatrix, float4(params.position_WS, 1)));
float4 shadowCoord = lightSpacePos / lightSpacePos.w;
float shadow = 1.0f;
float dist = pLightEnv.shadowMap.Sample(pLightEnv.shadowSampler, shadowCoord.xy).r;
if (shadowCoord.w > 0 && dist > shadowCoord.z)
{
uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
shadow = 0;
}
result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
result += shadow * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for (uint i = 0; i < pLightEnv.numPointLights; ++i)
{
//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
}
//result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
return float4(result, brdf.getAlpha());
}
+1 -1
View File
@@ -113,5 +113,5 @@ float4 toneMapping(float2 uv : UV) : SV_Target
value = agxLook(value);
value = agxEotf(value);
return float4(value, 1);
return float4(hdrValue, 1);
}
+2 -2
View File
@@ -6,8 +6,8 @@
namespace Seele {
namespace Component {
struct Camera {
float nearPlane = 0.001f;
float farPlane = 10000.0f;
float nearPlane = 0.1f;
float farPlane = 1000.0f;
bool mainCamera = false;
};
} // namespace Component
@@ -94,6 +94,8 @@ void ShadowPass::render() {
command->setViewport(shadowViewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
constexpr float depthBiasConstant = -1.25f;
constexpr float depthBiasSlope = -1.75f;
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
@@ -104,10 +106,9 @@ void ShadowPass::render() {
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_NONE,
},
.colorBlend =
{
.attachmentCount = 1,
.depthBiasEnable = true,
.depthBiasConstantFactor = depthBiasConstant,
.depthBiasSlopeFactor = depthBiasSlope,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
@@ -121,10 +122,9 @@ void ShadowPass::render() {
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_NONE,
},
.colorBlend =
{
.attachmentCount = 1,
.depthBiasEnable = true,
.depthBiasConstantFactor = depthBiasConstant,
.depthBiasSlopeFactor = depthBiasSlope,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
+29 -4
View File
@@ -10,8 +10,7 @@ Window::~Window() {}
Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo)
: sizeX(viewportInfo.dimensions.size.x), sizeY(viewportInfo.dimensions.size.y), offsetX(viewportInfo.dimensions.offset.x),
offsetY(viewportInfo.dimensions.offset.y), fieldOfView(viewportInfo.fieldOfView), orthoLeft(viewportInfo.left),
orthoRight(viewportInfo.right), orthoTop(viewportInfo.top), orthoBottom(viewportInfo.bottom),
owner(owner) {
orthoRight(viewportInfo.right), orthoTop(viewportInfo.top), orthoBottom(viewportInfo.bottom), owner(owner) {
if (owner != nullptr) {
sizeX = std::min(owner->getFramebufferWidth(), sizeX);
sizeY = std::min(owner->getFramebufferHeight(), sizeY);
@@ -23,8 +22,34 @@ Viewport::~Viewport() {}
Matrix4 Viewport::getProjectionMatrix(float nearPlane, float farPlane) const {
Matrix4 correctionMatrix = Matrix4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 / 2.f, 0, 0, 0, 1 / 2.f, 1);
if (fieldOfView > 0.0f) {
Matrix4 projectionMatrix = glm::perspective(fieldOfView, sizeX / static_cast<float>(sizeY), nearPlane, farPlane);
return correctionMatrix * projectionMatrix;
const float aspect = static_cast<float>(sizeX) / sizeY;
const float e = 1.0f / std::tan(fieldOfView * 0.5f);
return {
{
e / aspect,
0.0f,
0.0f,
0.0f,
},
{
0.0f,
-e,
0.0f,
0.0f,
},
{
0.0f,
0.0f,
0.5f * (farPlane + nearPlane) / (nearPlane - farPlane),
-1.0f,
},
{
0.0f,
0.0f,
(farPlane * nearPlane) / (nearPlane - farPlane),
0.0f,
},
};
} else {
return correctionMatrix * glm::ortho(orthoLeft, orthoRight, orthoBottom, orthoTop, nearPlane, farPlane);
}
+4 -4
View File
@@ -75,7 +75,7 @@ void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& di
dirs.add(ShaderDirectionalLight{
.color = Vector4(dirLight.color, dirLight.intensity),
.direction = Vector4(transform.getForward(), 0),
.lightSpaceMatrix = correctionMatrix * glm::ortho(-100.0f, 100.0f, -100.0f, 100.0f, -100.0f, 100.0f) * cameraMatrix,
.lightSpaceMatrix = correctionMatrix * glm::ortho(-100.0f, 100.0f, -100.0f, 100.0f, 100.0f, -100.0f) * cameraMatrix,
});
directionalTransforms.add(transform);
if (shadowMaps.size() < dirs.size()) {
@@ -90,9 +90,9 @@ void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& di
shadowMaps.back()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT);
shadowSamplers.add(graphics->createSampler(SamplerCreateInfo{
.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.name = "ShadowSampler",
}));
}