Starting to add cascading shadow maps
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@@ -3,6 +3,18 @@ import LightEnv;
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import MaterialParameter;
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import MATERIAL_FILE_NAME;
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const static uint64_t NUM_CASCADES = 4;
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/*struct ShadowMappingData
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{
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Texture2DArray shadowMaps[NUM_CASCADES];
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ConstantBuffer<float4x4> lightSpaceMatrices[NUM_CASCADES];
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ConstantBuffer<float[NUM_CASCADES]> cascadeSplits;
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};
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ParameterBlock<ShadowMappingData> pShadowMapping;
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*/
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struct LightCullingData
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{
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RWStructuredBuffer<uint> lightIndexList;
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@@ -30,7 +42,13 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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float4 lightSpacePos = mul(biasMat, mul(pLightEnv.directionalLights[i].lightSpaceMatrix, float4(params.position_WS, 1)));
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/*uint cascadeIndex = 0;
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for (uint c = 0; c < NUM_CASCADES - 1; ++c) {
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if (params.position_VS.z < pShadowMapping.cascadeSplits[c]) {
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cascadeIndex = c + 1;
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}
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}
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float4 lightSpacePos = mul(biasMat, mul(pShadowMapping.lightSpaceMatrices[i], float4(params.position_WS, 1)));
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float4 shadowCoord = lightSpacePos / lightSpacePos.w;
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int2 texDim;
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pLightEnv.shadowMap.GetDimensions(texDim.x, texDim.y);
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@@ -55,9 +73,9 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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shadowFactor += shadow;
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count++;
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}
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}
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}*/
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result += (shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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result += /*(shadowFactor / count) **/ pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for (uint i = 0; i < pLightEnv.numPointLights; ++i)
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{
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@@ -10,7 +10,6 @@ struct DirectionalLight : ILightEnv
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{
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float4 color;
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float4 direction;
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float4x4 lightSpaceMatrix;
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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@@ -369,4 +368,3 @@ struct CookTorrance : IBRDF
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}
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[mutating] void setNormal(float3 n) { normal = n; }
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};
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@@ -63,7 +63,8 @@ struct FragmentParameter
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float3 normal_WS : NORMALWS;
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float3 tangent_WS : TANGENTWS;
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float3 biTangent_WS : BITANGENTWS;
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float3 position_WS : POSITIONWS;
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float3 position_WS : POSITIONWS;
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float3 position_VS : POSITIONVS;
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float3 vertexColor : COLOR;
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float4 texCoords0 : TEXCOORDS0;
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float4 texCoords1 : TEXCOORDS1;
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@@ -109,7 +110,8 @@ struct FragmentParameter
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result.normal_WS = f0.normal_WS * barycentricCoords.x + f1.normal_WS * barycentricCoords.y + f2.normal_WS * barycentricCoords.z;
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result.tangent_WS = f0.tangent_WS * barycentricCoords.x + f1.tangent_WS * barycentricCoords.y + f2.tangent_WS * barycentricCoords.z;
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result.biTangent_WS = f0.biTangent_WS * barycentricCoords.x + f1.biTangent_WS * barycentricCoords.y + f2.biTangent_WS * barycentricCoords.z;
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result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z;
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result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z;
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result.position_VS = f0.position_VS * barycentricCoords.x + f1.position_VS * barycentricCoords.y + f2.position_VS * barycentricCoords.z;
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result.vertexColor = f0.vertexColor * barycentricCoords.x + f1.vertexColor * barycentricCoords.y + f2.vertexColor * barycentricCoords.z;
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result.texCoords0 = f0.texCoords0 * barycentricCoords.x + f1.texCoords0 * barycentricCoords.y + f2.texCoords0 * barycentricCoords.z;
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result.texCoords1 = f0.texCoords1 * barycentricCoords.x + f1.texCoords1 * barycentricCoords.y + f2.texCoords1 * barycentricCoords.z;
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@@ -135,7 +137,8 @@ struct VertexAttributes
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FragmentParameter getParameter(float4x4 transformMatrix, float4x4 inverseTransformMatrix)
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{
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float4 modelPos = float4(position_MS, 1);
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float4 worldPos = mul(transformMatrix, modelPos);
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float4 worldPos = mul(transformMatrix, modelPos);
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float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
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float4 clipPos = mul(pViewParams.viewProjectionMatrix, worldPos);
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FragmentParameter result;
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result.position_CS = clipPos;
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@@ -145,7 +148,8 @@ struct VertexAttributes
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result.biTangent_WS = mul(transformMatrix, float4(biTangent_MS, 0)).xyz;
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result.normal_WS = mul(transformMatrix, float4(normal_MS, 0)).xyz;
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result.vertexColor = vertexColor;
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result.position_WS = worldPos.xyz;
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result.position_WS = worldPos.xyz;
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result.position_VS = viewPos.xyz;
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result.texCoords0 = float4(texCoords[0], texCoords[1]);
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result.texCoords1 = float4(texCoords[2], texCoords[3]);
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result.texCoords2 = float4(texCoords[4], texCoords[5]);
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