Shadows do at least something

This commit is contained in:
Dynamitos
2025-05-09 14:59:58 +02:00
parent ed66635191
commit 174ff23164
11 changed files with 63 additions and 52 deletions
+11 -2
View File
@@ -17,15 +17,24 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
LightingParameter lightingParams = params.getLightingParameter();
MaterialParameter materialParams = params.getMaterialParameter();
var brdf = Material.prepare(materialParams);
brdf.setNormal(normalize(params.normal_WS));
uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
float4 lightSpacePos = mul(pLightEnv.directionalLights[i].lightSpaceMatrix, float4(params.position_WS, 1));
float3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
projCoords = projCoords * 0.5 + 0.5;
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 > closestDepth - bias ? 1.0 : 0.0;
result += shadow * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for (uint i = 0; i < lightCount; ++i)
for (uint i = 0; i < pLightEnv.numPo; ++i)
{
uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
+1 -1
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@@ -19,7 +19,7 @@ struct ViewParameter
uint frameIndex;
float time;
};
layout(set = 0)
layout(set=0)
ParameterBlock<ViewParameter> pViewParams;
float4 worldToModel(float4x4 inverseTransform, float4 world)
+3 -15
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@@ -11,25 +11,11 @@ struct DirectionalLight : ILightEnv
float4 color;
float4 direction;
float4x4 lightSpaceMatrix;
Texture2D shadowMap;
SamplerState shadowSampler;
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
{
float3 dir_WS = -normalize(direction.xyz);
float3 color = brdf.evaluate(params.viewDir_WS, dir_WS, color.xyz * color.w);
float4 lightSpacePos = mul(lightSpaceMatrix, float4(params.position_WS, 1));
float3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
projCoords = projCoords * 0.5 + 0.5;
float closestDepth = shadowMap.Sample(shadowSampler, projCoords.xy).r;
float currentDepth = projCoords.z;
float bias = max(0.05 * (1.0 - dot(brdf.getNormal(), direction.xyz)), 0.005);
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
if (projCoords.z > 1.0)
shadow = 0;
return shadow * color;
return brdf.evaluate(params.viewDir_WS, dir_WS, color.xyz);
}
};
@@ -76,6 +62,8 @@ struct PointLight : ILightEnv
struct LightEnv
{
StructuredBuffer<DirectionalLight> directionalLights;
Texture2D shadowMap; // todo: not an array
SamplerState shadowSampler;
uint numDirectionalLights;
StructuredBuffer<PointLight> pointLights;
uint numPointLights;
+1 -2
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@@ -136,8 +136,7 @@ struct VertexAttributes
{
float4 modelPos = float4(position_MS, 1);
float4 worldPos = mul(transformMatrix, modelPos);
float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
float4 clipPos = mul(pViewParams.viewProjectionMatrix, worldPos);
FragmentParameter result;
result.position_CS = clipPos;
#ifndef POS_ONLY
+10 -6
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@@ -10,8 +10,8 @@
#include "Graphics/Metal/Graphics.h"
#else
#endif
#include "Graphics/Vulkan/Graphics.h"
#include "Graphics/StaticMeshVertexData.h"
#include "Graphics/Vulkan/Graphics.h"
#include "Window/InspectorView.h"
#include "Window/PlayView.h"
#include "Window/WindowManager.h"
@@ -57,13 +57,17 @@ int main() {
AssetImporter::importEnvironmentMap(EnvironmentImportArgs{
.filePath = sourcePath / "import" / "textures" / "newport_loft.hdr",
});
//AssetImporter::importTexture(TextureImportArgs{
// .filePath = sourcePath / "import" / "textures" / "grass_block_side.png",
// .importPath = "",
// AssetImporter::importTexture(TextureImportArgs{
// .filePath = sourcePath / "import" / "textures" / "grass_block_side.png",
// .importPath = "",
// });
//AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import" / "models" / "main1_sponza" / "sponza.gltf",
// .importPath = "sponza",
//});
AssetImporter::importMesh(MeshImportArgs{
.filePath = sourcePath / "import" / "models" / "main1_sponza" / "floor.glb",
.importPath = "sponza",
.filePath = sourcePath / "import" / "models" / "rttest.glb",
.importPath = "rttest",
});
getThreadPool().waitIdle();
+1 -1
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@@ -6,7 +6,7 @@ DirectionalLightActor::DirectionalLightActor(PScene scene) : Actor(scene) { atta
DirectionalLightActor::DirectionalLightActor(PScene scene, Vector color, float intensity, Vector direction) : Actor(scene) {
attachComponent<Component::DirectionalLight>(Vector4(color, intensity));
Vector lightDirection = Vector(direction);
Vector lightDirection = glm::normalize(direction);
float dot = glm::dot(lightDirection, Math::Transform::FORWARD);
Quaternion rotation = Quaternion(1, 0, 0, 0);
// Handle the edge cases first
@@ -71,6 +71,7 @@ void DepthCullingPass::beginFrame(const Component::Camera& cam, const Component:
void DepthCullingPass::render() {
graphics->beginDebugRegion("DepthCullingPass");
Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
{
graphics->beginDebugRegion("MipGeneration");
query->beginQuery();
@@ -79,7 +80,6 @@ void DepthCullingPass::render() {
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
depthMipBuffer->rotateBuffer(depthMipBuffer->getNumElements() * sizeof(uint32));
Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
set->updateTexture(DEPTHTEXTURE_NAME, 0, depthAttachment.getTexture());
set->updateBuffer(DEPTHMIP_NAME, 0, depthMipBuffer);
set->writeChanges();
@@ -127,10 +127,6 @@ void DepthCullingPass::render() {
graphics->beginDebugRegion("DepthCulling");
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
set->updateTexture(DEPTHTEXTURE_NAME, 0, depthAttachment.getTexture());
set->updateBuffer(DEPTHMIP_NAME, 0, depthMipBuffer);
set->writeChanges();
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
permutation.setPositionOnly(true);
permutation.setDepthCulling(getGlobals().useDepthCulling);
+10 -11
View File
@@ -79,15 +79,13 @@ void ShadowPass::render() {
.offset = {0, 0},
},
"Shadow");
graphics->beginRenderPass(renderPass);
auto light = scene->getLightEnvironment()->getDirectionalLight(shadowIndex);
Component::Camera lightCamera = Component::Camera{
.nearPlane = 0.f,
.farPlane = 1000.0f,
.nearPlane = -20.f,
.farPlane = 10.0f,
};
Gfx::PDescriptorSet viewParamsSet = createViewParamsSet(lightCamera, scene->getLightEnvironment()->getDirectionalTransform(shadowIndex));
graphics->beginRenderPass(renderPass);
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
Gfx::PermutationId id(permutation);
@@ -105,7 +103,7 @@ void ShadowPass::render() {
.pipelineLayout = collection->pipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
.cullMode = Gfx::SE_CULL_MODE_NONE,
},
.colorBlend =
{
@@ -122,7 +120,7 @@ void ShadowPass::render() {
.pipelineLayout = collection->pipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
.cullMode = Gfx::SE_CULL_MODE_NONE,
},
.colorBlend =
{
@@ -161,6 +159,7 @@ void ShadowPass::render() {
}
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
graphics->waitDeviceIdle();
}
graphics->endDebugRegion();
}
@@ -174,10 +173,10 @@ void ShadowPass::publishOutputs() {
.offset = {0, 0},
},
.fieldOfView = 0,
.left = -10,
.right = 10,
.top = -10,
.bottom = 10});
.left = -20,
.right = 20,
.top = -20,
.bottom = 20});
viewport = shadowViewport;
}
+1 -1
View File
@@ -313,5 +313,5 @@ void Viewport::move(uint32 newOffsetX, uint32 newOffsetY) {
offsetX = newOffsetX;
offsetY = newOffsetY;
handle.x = static_cast<float>(offsetX);
handle.y = static_cast<float>(offsetY + sizeY);
handle.y = static_cast<float>(offsetY);
}
+1 -1
View File
@@ -26,6 +26,6 @@ Matrix4 Viewport::getProjectionMatrix(float nearPlane, float farPlane) const {
Matrix4 projectionMatrix = glm::perspective(fieldOfView, sizeX / static_cast<float>(sizeY), nearPlane, farPlane);
return correctionMatrix * projectionMatrix;
} else {
return correctionMatrix * glm::ortho(orthoLeft, orthoRight, orthoTop, orthoBottom, farPlane, nearPlane);
return correctionMatrix * glm::ortho(orthoLeft, orthoRight, orthoBottom, orthoTop, farPlane, nearPlane);
}
}
+23 -7
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@@ -12,6 +12,14 @@ LightEnvironment::LightEnvironment(Gfx::PGraphics graphics)
.name = "directionalLights",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "shadowMap",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "shadowSampler",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "numDirectionalLights",
.uniformLength = sizeof(uint32),
@@ -60,10 +68,14 @@ void LightEnvironment::reset() {
}
void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& dirLight, const Component::Transform& transform) {
Vector eyePos = transform.getPosition();
Vector lookAt = eyePos + transform.getForward();
Matrix4 cameraMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
Matrix4 correctionMatrix = Matrix4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 / 2.f, 0, 0, 0, 1 / 2.f, 1);
dirs.add(ShaderDirectionalLight{
.color = Vector4(dirLight.color, dirLight.intensity),
.direction = Vector4(transform.getForward(), 0),
.lightSpaceMatrix = transform.toMatrix(),
.lightSpaceMatrix = correctionMatrix * glm::ortho(-20.f, 20.f, 20.f, -20.f, 10.0f, -20.0f) * cameraMatrix,
});
directionalTransforms.add(transform);
if (shadowMaps.size() < dirs.size()) {
@@ -75,6 +87,8 @@ void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& di
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMap",
}));
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,
@@ -92,24 +106,26 @@ void LightEnvironment::addPointLight(const Component::PointLight& pointLight, co
}
void LightEnvironment::commit() {
directionalLights->rotateBuffer(sizeof(Component::DirectionalLight) * dirs.size());
directionalLights->updateContents(0, sizeof(Component::DirectionalLight) * dirs.size(), dirs.data());
directionalLights->rotateBuffer(sizeof(ShaderDirectionalLight) * dirs.size());
directionalLights->updateContents(0, sizeof(ShaderDirectionalLight) * dirs.size(), dirs.data());
directionalLights->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT |
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
pointLights->rotateBuffer(sizeof(Component::PointLight) * points.size());
pointLights->updateContents(0, sizeof(Component::PointLight) * points.size(), points.data());
pointLights->rotateBuffer(sizeof(ShaderPointLight) * points.size());
pointLights->updateContents(0, sizeof(ShaderPointLight) * points.size(), points.data());
pointLights->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT |
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
uint32 numPointLights = (uint32)points.size();
uint32 numDirectionalLights = (uint32)dirs.size();
set->updateConstants("numPointLights", 0, &numPointLights);
set->updateBuffer("pointLights", 0, pointLights);
set->updateConstants("numDirectionalLights", 0, &numDirectionalLights);
set->updateBuffer("directionalLights", 0, directionalLights);
set->updateTexture("shadowMap", 0, Gfx::PTexture2D(shadowMaps[0]));
set->updateSampler("shadowSampler", 0, Gfx::PSampler(shadowSamplers[0]));
set->updateConstants("numPointLights", 0, &numPointLights);
set->updateBuffer("pointLights", 0, pointLights);
set->updateTexture("irradianceMap", 0, environment->getIrradianceMap());
set->updateSampler("irradianceSampler", 0, environmentSampler);
set->writeChanges();