More shadowmappingchanges

This commit is contained in:
2025-08-14 11:06:43 +02:00
parent 6537459b77
commit 7ab9e8a5e5
7 changed files with 100 additions and 70 deletions
+10 -9
View File
@@ -13,7 +13,7 @@ struct ShadowMappingData
SamplerState shadowSampler;
ConstantBuffer<float[NUM_CASCADES]> cascadeSplits;
ConstantBuffer<float4> cascadeSplits;
};
ParameterBlock<ShadowMappingData> pShadowMapping;
@@ -27,7 +27,7 @@ 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, -0.5, 0.0, 0.5,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
@@ -46,11 +46,12 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
{
uint cascadeIndex = 0;
for (uint c = 0; c < NUM_CASCADES - 1; ++c) {
if (params.position_VS.z < pShadowMapping.cascadeSplits[c]) {
cascadeIndex = c + 1;
if (params.position_VS.z > pShadowMapping.cascadeSplits[c]) {
//cascadeIndex = c + 1;
}
}
float4 lightSpacePos = mul(biasMat, mul(pShadowMapping.lightSpaceMatrices[cascadeIndex][i], float4(params.position_WS, 1)));
float4 lightSpacePos = mul(pShadowMapping.lightSpaceMatrices[cascadeIndex][i], float4(params.position_WS, 1));
lightSpacePos = mul(biasMat, lightSpacePos);
float4 shadowCoord = lightSpacePos / lightSpacePos.w;
int3 texDim;
pShadowMapping.shadowMaps[cascadeIndex].GetDimensions(texDim.x, texDim.y, texDim.z);
@@ -67,7 +68,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0)
{
float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r;
if (shadowCoord.w > 0 && dist > shadowCoord.z)
if (shadowCoord.w > 0 && dist > shadowCoord.z + 0.005f)
{
shadow = 0;
}
@@ -77,13 +78,13 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
}
}
result += (shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
result = float3(pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy, i)).r, 0, 0);//(shadowFactor / count) * 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 += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
}
result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
//result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
return float4(result, brdf.getAlpha());
}