Shadows do at least something
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@@ -12,6 +12,14 @@ LightEnvironment::LightEnvironment(Gfx::PGraphics graphics)
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.name = "directionalLights",
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "shadowMap",
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "shadowSampler",
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "numDirectionalLights",
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.uniformLength = sizeof(uint32),
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@@ -60,10 +68,14 @@ void LightEnvironment::reset() {
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}
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void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& dirLight, const Component::Transform& transform) {
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Vector eyePos = transform.getPosition();
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Vector lookAt = eyePos + transform.getForward();
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Matrix4 cameraMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
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Matrix4 correctionMatrix = Matrix4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 / 2.f, 0, 0, 0, 1 / 2.f, 1);
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dirs.add(ShaderDirectionalLight{
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.color = Vector4(dirLight.color, dirLight.intensity),
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.direction = Vector4(transform.getForward(), 0),
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.lightSpaceMatrix = transform.toMatrix(),
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.lightSpaceMatrix = correctionMatrix * glm::ortho(-20.f, 20.f, 20.f, -20.f, 10.0f, -20.0f) * cameraMatrix,
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});
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directionalTransforms.add(transform);
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if (shadowMaps.size() < dirs.size()) {
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@@ -75,6 +87,8 @@ void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& di
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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.name = "ShadowMap",
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}));
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shadowMaps.back()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT);
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shadowSamplers.add(graphics->createSampler(SamplerCreateInfo{
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.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
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.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
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@@ -92,24 +106,26 @@ void LightEnvironment::addPointLight(const Component::PointLight& pointLight, co
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}
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void LightEnvironment::commit() {
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directionalLights->rotateBuffer(sizeof(Component::DirectionalLight) * dirs.size());
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directionalLights->updateContents(0, sizeof(Component::DirectionalLight) * dirs.size(), dirs.data());
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directionalLights->rotateBuffer(sizeof(ShaderDirectionalLight) * dirs.size());
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directionalLights->updateContents(0, sizeof(ShaderDirectionalLight) * dirs.size(), dirs.data());
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directionalLights->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT |
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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pointLights->rotateBuffer(sizeof(Component::PointLight) * points.size());
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pointLights->updateContents(0, sizeof(Component::PointLight) * points.size(), points.data());
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pointLights->rotateBuffer(sizeof(ShaderPointLight) * points.size());
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pointLights->updateContents(0, sizeof(ShaderPointLight) * points.size(), points.data());
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pointLights->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT |
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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uint32 numPointLights = (uint32)points.size();
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uint32 numDirectionalLights = (uint32)dirs.size();
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set->updateConstants("numPointLights", 0, &numPointLights);
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set->updateBuffer("pointLights", 0, pointLights);
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set->updateConstants("numDirectionalLights", 0, &numDirectionalLights);
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set->updateBuffer("directionalLights", 0, directionalLights);
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set->updateTexture("shadowMap", 0, Gfx::PTexture2D(shadowMaps[0]));
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set->updateSampler("shadowSampler", 0, Gfx::PSampler(shadowSamplers[0]));
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set->updateConstants("numPointLights", 0, &numPointLights);
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set->updateBuffer("pointLights", 0, pointLights);
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set->updateTexture("irradianceMap", 0, environment->getIrradianceMap());
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set->updateSampler("irradianceSampler", 0, environmentSampler);
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set->writeChanges();
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