Reverse depth is now working in the shadow pass
This commit is contained in:
@@ -27,7 +27,7 @@ ParameterBlock<LightCullingData> pLightCullingData;
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static const float4x4 biasMat = float4x4(
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0.5, 0.0, 0.0, 0.5,
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0.0, -0.5, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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@@ -46,7 +46,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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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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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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@@ -68,7 +68,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0)
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{
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float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r;
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if (shadowCoord.w > 0 && dist > shadowCoord.z)
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if (shadowCoord.w > 0 && dist < shadowCoord.z)
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{
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shadow = 0;
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}
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@@ -6,6 +6,7 @@
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#include "Graphics/Graphics.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/RenderTarget.h"
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#include "Math/Matrix.h"
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#include "stb_image.h"
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using namespace Seele;
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@@ -20,7 +21,6 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
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.size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION},
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.offset = {0, 0},
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},
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.fieldOfView = glm::radians(90.0f),
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});
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convolutionViewport = graphics->createViewport(nullptr, ViewportCreateInfo{
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.dimensions =
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@@ -28,7 +28,6 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
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.size = {CONVOLUTED_RESOLUTION, CONVOLUTED_RESOLUTION},
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.offset = {0, 0},
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},
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.fieldOfView = glm::radians(90.0f),
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});
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for (uint32 i = 0; i < prefilterViewports.size(); ++i) {
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prefilterViewports[i] = graphics->createViewport(nullptr, ViewportCreateInfo{
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@@ -37,7 +36,6 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
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.size = {128 * std::pow(0.5, i), 128 * std::pow(0.5, i)},
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.offset = {0, 0},
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},
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.fieldOfView = glm::radians(90.0f),
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});
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}
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cubeSampler = graphics->createSampler({
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@@ -127,7 +125,6 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
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.size = {512, 512},
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.offset = {0, 0},
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},
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.fieldOfView = glm::radians(90.0f),
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});
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Gfx::ORenderPass lutPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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@@ -195,7 +192,7 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
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.height = (uint32)height,
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.name = "HDRRaw",
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});
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Matrix4 captureProjection = cubeRenderViewport->getProjectionMatrix(0.1f, 10.0f);
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Matrix4 captureProjection = perspectiveProjection(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
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Matrix4 captureViews[] = {
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glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(1.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f)),
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glm::lookAt(Vector(0.0f, 0.0f, 0.0f), Vector(-1.0f, 0.0f, 0.0f), Vector(0.0f, 1.0f, 0.0f)),
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@@ -2,13 +2,31 @@
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#include "Component.h"
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#include "Math/Matrix.h"
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#include "Transform.h"
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#include <glm/trigonometric.hpp>
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namespace Seele {
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namespace Component {
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struct Camera {
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float fieldOfView = glm::radians(70.0f);
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float aspectRatio = 16.0f / 9.0f;
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float nearPlane = 0.1f;
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float farPlane = 10000.0f;
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float farPlane = 1000.0f;
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bool mainCamera = false;
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constexpr Matrix4 getProjectionMatrix() const {
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if(fieldOfView > 0.0f) {
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return perspectiveProjection(fieldOfView, aspectRatio, nearPlane, farPlane);
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} else {
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float orthoHeight = 10.0f;
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float orthoWidth = orthoHeight * aspectRatio;
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return orthographicProjection(-orthoWidth / 2.0f, orthoWidth / 2.0f, -orthoHeight / 2.0f, orthoHeight / 2.0f, nearPlane, farPlane);
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}
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}
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constexpr Matrix4 getPerspectiveMatrix() const {
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return perspectiveProjection(fieldOfView, aspectRatio, nearPlane, farPlane);
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}
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constexpr Matrix4 getOrthographicMatrix(float left, float right, float bottom, float top) const {
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return orthographicProjection(left, right, bottom, top, nearPlane, farPlane);
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}
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};
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} // namespace Component
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} // namespace Seele
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@@ -31,12 +31,6 @@ struct WindowCreateInfo {
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};
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struct ViewportCreateInfo {
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URect dimensions;
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float fieldOfView = glm::radians(70.0f);
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// ortho params
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float left = 0;
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float right = 0;
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float top = 0;
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float bottom = 0;
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};
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// doesnt own the data, only proxy it
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struct DataSource {
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@@ -114,7 +114,6 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
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.mipLodBias = 0.0f,
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.maxAnisotropy = 1.0f,
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.minLod = 0.0f,
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.maxLod = 1.0f,
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.borderColor = Gfx::SE_BORDER_COLOR_FLOAT_OPAQUE_WHITE,
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});
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}
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@@ -32,7 +32,7 @@ void RenderPass::updateViewParameters(const Component::Camera& cam, const Compon
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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 projectionMatrix = viewport->getProjectionMatrix(cam.nearPlane, cam.farPlane);
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Matrix4 projectionMatrix = cam.getProjectionMatrix();
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viewParams = {
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.viewMatrix = cameraMatrix,
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.inverseViewMatrix = glm::inverse(cameraMatrix),
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@@ -50,10 +50,10 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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float nearClip = camera.nearPlane;
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float farClip = camera.farPlane;
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float clipRange = farClip - nearClip;
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float clipRange = nearClip - farClip;
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float minZ = nearClip;
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float maxZ = nearClip + clipRange;
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float minZ = farClip;
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float maxZ = nearClip;
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float range = maxZ - minZ;
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float ratio = maxZ / minZ;
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@@ -63,72 +63,74 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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float log = minZ * std::pow(ratio, p);
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float uniform = minZ + range * p;
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float d = cascadeSplitLambda * (log - uniform) + uniform;
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cascadeSplits[i] = (d - nearClip) / clipRange;
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splitDepths[i] = (camera.nearPlane + cascadeSplits[i] * clipRange) * -1.0f;
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cascadeSplits[i] = (d - farClip) / clipRange;
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splitDepths[i] = farClip + cascadeSplits[i] * clipRange;
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cascades[i].viewParams.clear();
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}
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cascadeSplitsBuffer->updateContents(0, sizeof(float) * NUM_CASCADES, splitDepths);
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// call this to update view params member, ignore descriptor set
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updateViewParameters(camera, transform);
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Matrix4 invCam = viewParams.inverseViewProjectionMatrix;
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for (uint32 s = 0; s < scene->getLightEnvironment()->getNumDirectionalLights(); ++s) {
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float lastSplitDist = 0.0;
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for (uint32 i = 0; i < NUM_CASCADES; ++i) {
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float splitDist = cascadeSplits[i];
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float lastSplitDist = 0.0;
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for (uint32 i = 0; i < NUM_CASCADES; ++i) {
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float splitDist = cascadeSplits[i];
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Array<Vector> frustumCorners = {
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Vector(-1.0f, 1.0f, 1.0f), Vector(1.0f, 1.0f, 1.0f), Vector(1.0f, -1.0f, 1.0f), Vector(-1.0f, -1.0f, 1.0f),
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Vector(-1.0f, 1.0f, 0.0f), Vector(1.0f, 1.0f, 0.0f), Vector(1.0f, -1.0f, 0.0f), Vector(-1.0f, -1.0f, 0.0f),
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};
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Array<Vector> frustumCorners = {
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Vector(-1.0f, 1.0f, 0.0f), Vector(1.0f, 1.0f, 0.0f), Vector(1.0f, -1.0f, 0.0f), Vector(-1.0f, -1.0f, 0.0f),
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Vector(-1.0f, 1.0f, 1.0f), Vector(1.0f, 1.0f, 1.0f), Vector(1.0f, -1.0f, 1.0f), Vector(-1.0f, -1.0f, 1.0f),
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};
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for (auto& c : frustumCorners) {
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Vector4 invCorner = invCam * Vector4(c, 1);
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c = invCorner / invCorner.w;
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}
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for (uint32 j = 0; j < 4; j++) {
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Vector dist = frustumCorners[j + 4] - frustumCorners[j];
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frustumCorners[j + 4] = frustumCorners[j] + (dist * splitDist);
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frustumCorners[j] = frustumCorners[j] + (dist * lastSplitDist);
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}
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for (auto& c : frustumCorners) {
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Vector4 invCorner = invCam * Vector4(c, 1);
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c = invCorner / invCorner.w;
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}
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for (uint32 j = 0; j < 4; j++) {
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Vector dist = frustumCorners[j + 4] - frustumCorners[j];
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frustumCorners[j + 4] = frustumCorners[j] + (dist * splitDist);
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frustumCorners[j] = frustumCorners[j] + (dist * lastSplitDist);
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}
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Vector frustumCenter = Vector(0);
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for (uint32 j = 0; j < 8; j++) {
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frustumCenter += frustumCorners[j];
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}
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frustumCenter /= 8.0f;
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Vector frustumCenter = Vector(0);
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for (uint32 j = 0; j < 8; j++) {
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frustumCenter += frustumCorners[j];
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}
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frustumCenter /= 8.0f;
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float radius = 0.0f;
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for (uint j = 0; j < 8; j++) {
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float distance = glm::length(frustumCorners[j] - frustumCenter);
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radius = glm::max(radius, distance);
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}
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radius = std::ceil(radius * 16.0f) / 16.0f;
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float radius = 0.0f;
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for (uint j = 0; j < 8; j++) {
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float distance = glm::length(frustumCorners[j] - frustumCenter);
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radius = glm::max(radius, distance);
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}
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radius = std::ceil(radius * 16.0f) / 16.0f;
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Vector maxExtents = Vector(radius);
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Vector minExtents = -maxExtents;
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Vector maxExtents = Vector(radius);
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Vector minExtents = -maxExtents;
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for (uint32 s = 0; s < scene->getLightEnvironment()->getNumDirectionalLights(); ++s) {
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Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction);
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Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
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Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
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Matrix4 projectionMatrix =
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orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - minExtents.z);
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Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix;
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viewParams.viewMatrix = viewMatrix;
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viewParams.inverseViewMatrix = glm::inverse(viewMatrix);
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viewParams.projectionMatrix = projectionMatrix;
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viewParams.inverseProjection = glm::inverse(projectionMatrix);
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viewParams.viewProjectionMatrix = viewProjectionMatrix;
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viewParams.inverseViewProjectionMatrix = glm::inverse(viewProjectionMatrix);
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viewParams.cameraPosition_WS = Vector4(cameraPos, 1);
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viewParams.cameraForward_WS = Vector4(frustumCenter - cameraPos, 0);
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viewParams.screenDimensions = Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y);
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viewParams.invScreenDimensions = 1.0f / viewParams.screenDimensions;
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viewParams = {
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.viewMatrix = viewMatrix,
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.inverseViewMatrix = glm::inverse(viewMatrix),
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.projectionMatrix = projectionMatrix,
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.inverseProjection = glm::inverse(projectionMatrix),
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.viewProjectionMatrix = viewProjectionMatrix,
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.inverseViewProjectionMatrix = glm::inverse(viewProjectionMatrix),
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.cameraPosition_WS = Vector4(cameraPos, 1),
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.cameraForward_WS = Vector4(frustumCenter - cameraPos, 0),
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.screenDimensions = Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y),
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.invScreenDimensions = 1.0f / Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y),
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.frameIndex = Gfx::getCurrentFrameIndex(),
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.time = (float)Gfx::getCurrentFrameTime(),
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};
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cascades[i].viewParams.add(createViewParamsSet());
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cascades[i].lightSpaceBuffer->updateContents(0, sizeof(Matrix4), &viewProjectionMatrix);
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lastSplitDist = cascadeSplits[i];
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}
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lastSplitDist = cascadeSplits[i];
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}
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}
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@@ -177,7 +179,7 @@ void ShadowPass::render() {
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("ShadowRender");
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command->setViewport(shadowViewport);
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command->setViewport(cascades[c].shadowViewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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constexpr float depthBiasConstant = -1.25f;
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@@ -262,19 +264,9 @@ void ShadowPass::publishOutputs() {
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.data = nullptr,
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},
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.name = "CascadeSplits"});
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shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{.dimensions =
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{
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.size = {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE},
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.offset = {0, 0},
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},
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.fieldOfView = 0,
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.left = -100,
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.right = 100,
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.top = 100,
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.bottom = -100});
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uint32 cascadeDim = SHADOW_MAP_SIZE;
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for (uint32 s = 0; s < NUM_CASCADES; ++s) {
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cascades[s].shadowMaps = graphics->createTexture2DArray(TextureCreateInfo{
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for (uint32 c = 0; c < NUM_CASCADES; ++c) {
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cascades[c].shadowMaps = graphics->createTexture2DArray(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.width = cascadeDim,
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.height = cascadeDim,
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@@ -282,19 +274,26 @@ void ShadowPass::publishOutputs() {
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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.name = "ShadowMapCascade",
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});
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cascades[s].lightSpaceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{.sourceData =
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cascades[c].lightSpaceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{.sourceData =
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{
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.size = sizeof(Matrix4),
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.data = nullptr,
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},
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.name = "LightSpaceBuffer"});
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cascades[s].views.clear();
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for (uint32 j = 0; j < cascades[s].shadowMaps->getNumLayers(); ++j) {
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cascades[s].views.add(cascades[s].shadowMaps->createTextureView(0, 1, j, 1));
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cascades[c].views.clear();
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for (uint32 j = 0; j < cascades[c].shadowMaps->getNumLayers(); ++j) {
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cascades[c].views.add(cascades[c].shadowMaps->createTextureView(0, 1, j, 1));
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}
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cascades[c].shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{
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.dimensions =
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{
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.size = {cascadeDim, cascadeDim},
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.offset = {0, 0},
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},
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});
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cascadeDim /= 2;
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resources->registerTextureOutput(fmt::format("SHADOWMAP_TEXTURE{0}", s), Gfx::PTexture2DArray(cascades[s].shadowMaps));
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resources->registerBufferOutput(fmt::format("SHADOWMAP_LIGHTSPACE{0}", s), cascades[s].lightSpaceBuffer);
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resources->registerTextureOutput(fmt::format("SHADOWMAP_TEXTURE{0}", c), Gfx::PTexture2DArray(cascades[c].shadowMaps));
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resources->registerBufferOutput(fmt::format("SHADOWMAP_LIGHTSPACE{0}", c), cascades[c].lightSpaceBuffer);
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}
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cascadeSplitsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{.sourceData =
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{
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@@ -303,7 +302,7 @@ void ShadowPass::publishOutputs() {
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},
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.name = "CASCADE_SPLITS"});
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resources->registerUniformOutput("SHADOWMAP_CASCADESPLITS", cascadeSplitsBuffer);
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viewport = shadowViewport;
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viewport = cascades[0].shadowViewport;
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}
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void ShadowPass::createRenderPass() { cullingBuffer = resources->requestBuffer("CULLINGBUFFER"); }
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@@ -27,12 +27,12 @@ class ShadowPass : public RenderPass {
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Array<Matrix4> lightSpaceMatrices;
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Gfx::OShaderBuffer lightSpaceBuffer;
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Array<Gfx::ODescriptorSet> viewParams;
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Gfx::OViewport shadowViewport;
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};
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StaticArray<Cascade, NUM_CASCADES> cascades;
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Gfx::OUniformBuffer cascadeSplitsBuffer;
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Gfx::OPipelineLayout shadowLayout;
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Gfx::PShaderBuffer cullingBuffer;
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Gfx::OViewport shadowViewport;
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PScene scene;
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};
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DEFINE_REF(ShadowPass)
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@@ -10,8 +10,7 @@ Window::~Window() {}
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Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo)
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: sizeX(viewportInfo.dimensions.size.x), sizeY(viewportInfo.dimensions.size.y), offsetX(viewportInfo.dimensions.offset.x),
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offsetY(viewportInfo.dimensions.offset.y), fieldOfView(viewportInfo.fieldOfView), orthoLeft(viewportInfo.left),
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orthoRight(viewportInfo.right), orthoTop(viewportInfo.top), orthoBottom(viewportInfo.bottom), owner(owner) {
|
||||
offsetY(viewportInfo.dimensions.offset.y), owner(owner) {
|
||||
if (owner != nullptr) {
|
||||
sizeX = std::min(owner->getFramebufferWidth(), sizeX);
|
||||
sizeY = std::min(owner->getFramebufferHeight(), sizeY);
|
||||
@@ -19,11 +18,3 @@ Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo)
|
||||
}
|
||||
|
||||
Viewport::~Viewport() {}
|
||||
|
||||
Matrix4 Viewport::getProjectionMatrix(float nearPlane, float farPlane) const {
|
||||
if (fieldOfView > 0.0f) {
|
||||
return perspectiveProjection(fieldOfView, static_cast<float>(sizeX) / sizeY, nearPlane, farPlane);
|
||||
} else {
|
||||
return orthographicProjection(orthoLeft, orthoRight, orthoBottom, orthoTop, nearPlane, farPlane);
|
||||
}
|
||||
}
|
||||
@@ -52,7 +52,6 @@ class Viewport {
|
||||
constexpr uint32 getOffsetY() const { return offsetY; }
|
||||
constexpr float getContentScaleX() const { return owner->getContentScaleX(); }
|
||||
constexpr float getContentScaleY() const { return owner->getContentScaleY(); }
|
||||
Matrix4 getProjectionMatrix(float nearPlane, float farPlane) const;
|
||||
URect getRenderArea() const {
|
||||
return URect{
|
||||
.size = {sizeX, sizeY},
|
||||
@@ -65,11 +64,6 @@ class Viewport {
|
||||
uint32 sizeY;
|
||||
uint32 offsetX;
|
||||
uint32 offsetY;
|
||||
float fieldOfView;
|
||||
float orthoLeft;
|
||||
float orthoRight;
|
||||
float orthoTop;
|
||||
float orthoBottom;
|
||||
PWindow owner;
|
||||
};
|
||||
DEFINE_REF(Viewport)
|
||||
|
||||
@@ -1,6 +1,35 @@
|
||||
#include "Matrix.h"
|
||||
|
||||
using namespace Seele;
|
||||
Matrix4 Seele::perspectiveProjection(float fov, float aspect, float nearPlane, float farPlane) {
|
||||
const float e = 1.0f / std::tan(fov * 0.5f);
|
||||
return {
|
||||
{
|
||||
e / aspect,
|
||||
0.0f,
|
||||
0.0f,
|
||||
0.0f,
|
||||
},
|
||||
{
|
||||
0.0f,
|
||||
-e,
|
||||
0.0f,
|
||||
0.0f,
|
||||
},
|
||||
{
|
||||
0.0f,
|
||||
0.0f,
|
||||
(nearPlane + farPlane) / (nearPlane - farPlane),
|
||||
-1.0f,
|
||||
},
|
||||
{
|
||||
0.0f,
|
||||
0.0f,
|
||||
(farPlane * nearPlane) / (nearPlane - farPlane),
|
||||
0.0f,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
Matrix4 Seele::orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane) {
|
||||
return Matrix4{
|
||||
@@ -12,20 +41,20 @@ Matrix4 Seele::orthographicProjection(float left, float right, float bottom, flo
|
||||
},
|
||||
{
|
||||
0.0f,
|
||||
2.0f / (top - bottom),
|
||||
-2.0f / (top - bottom),
|
||||
0.0f,
|
||||
0.0f,
|
||||
},
|
||||
{
|
||||
0.0f,
|
||||
0.0f,
|
||||
1.0f / (farPlane - nearPlane),
|
||||
1.0f / (nearPlane - farPlane),
|
||||
0.0f,
|
||||
},
|
||||
{
|
||||
-(right + left) / (right - left),
|
||||
-(top + bottom) / (top - bottom),
|
||||
farPlane / (farPlane - nearPlane),
|
||||
nearPlane / (nearPlane - farPlane),
|
||||
1.0f,
|
||||
},
|
||||
};
|
||||
|
||||
@@ -8,34 +8,6 @@ typedef glm::mat2 Matrix2;
|
||||
typedef glm::mat3 Matrix3;
|
||||
typedef glm::mat4 Matrix4;
|
||||
|
||||
static Matrix4 perspectiveProjection(float fov, float aspect, float nearPlane, float farPlane) {
|
||||
const float e = 1.0f / std::tan(fov * 0.5f);
|
||||
return {
|
||||
{
|
||||
e / aspect,
|
||||
0.0f,
|
||||
0.0f,
|
||||
0.0f,
|
||||
},
|
||||
{
|
||||
0.0f,
|
||||
-e,
|
||||
0.0f,
|
||||
0.0f,
|
||||
},
|
||||
{
|
||||
0.0f,
|
||||
0.0f,
|
||||
(nearPlane + farPlane) / (nearPlane - farPlane),
|
||||
-1.0f,
|
||||
},
|
||||
{
|
||||
0.0f,
|
||||
0.0f,
|
||||
(farPlane * nearPlane) / (nearPlane - farPlane),
|
||||
0.0f,
|
||||
},
|
||||
};
|
||||
}
|
||||
Matrix4 perspectiveProjection(float fov, float aspect, float nearPlane, float farPlane);
|
||||
Matrix4 orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane);
|
||||
} // namespace Seele
|
||||
Reference in New Issue
Block a user