Reverse depth is now working in the shadow pass

This commit is contained in:
2025-09-27 21:50:01 +02:00
parent ed69a21b80
commit a2f1e0bd8c
12 changed files with 127 additions and 134 deletions
@@ -114,7 +114,6 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
.mipLodBias = 0.0f,
.maxAnisotropy = 1.0f,
.minLod = 0.0f,
.maxLod = 1.0f,
.borderColor = Gfx::SE_BORDER_COLOR_FLOAT_OPAQUE_WHITE,
});
}
@@ -32,7 +32,7 @@ void RenderPass::updateViewParameters(const Component::Camera& cam, const Compon
Vector eyePos = transform.getPosition();
Vector lookAt = eyePos + transform.getForward();
Matrix4 cameraMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
Matrix4 projectionMatrix = viewport->getProjectionMatrix(cam.nearPlane, cam.farPlane);
Matrix4 projectionMatrix = cam.getProjectionMatrix();
viewParams = {
.viewMatrix = cameraMatrix,
.inverseViewMatrix = glm::inverse(cameraMatrix),
+67 -68
View File
@@ -50,10 +50,10 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
float nearClip = camera.nearPlane;
float farClip = camera.farPlane;
float clipRange = farClip - nearClip;
float clipRange = nearClip - farClip;
float minZ = nearClip;
float maxZ = nearClip + clipRange;
float minZ = farClip;
float maxZ = nearClip;
float range = maxZ - minZ;
float ratio = maxZ / minZ;
@@ -63,72 +63,74 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
float log = minZ * std::pow(ratio, p);
float uniform = minZ + range * p;
float d = cascadeSplitLambda * (log - uniform) + uniform;
cascadeSplits[i] = (d - nearClip) / clipRange;
splitDepths[i] = (camera.nearPlane + cascadeSplits[i] * clipRange) * -1.0f;
cascadeSplits[i] = (d - farClip) / clipRange;
splitDepths[i] = farClip + cascadeSplits[i] * clipRange;
cascades[i].viewParams.clear();
}
cascadeSplitsBuffer->updateContents(0, sizeof(float) * NUM_CASCADES, splitDepths);
// call this to update view params member, ignore descriptor set
updateViewParameters(camera, transform);
Matrix4 invCam = viewParams.inverseViewProjectionMatrix;
for (uint32 s = 0; s < scene->getLightEnvironment()->getNumDirectionalLights(); ++s) {
float lastSplitDist = 0.0;
for (uint32 i = 0; i < NUM_CASCADES; ++i) {
float splitDist = cascadeSplits[i];
float lastSplitDist = 0.0;
for (uint32 i = 0; i < NUM_CASCADES; ++i) {
float splitDist = cascadeSplits[i];
Array<Vector> frustumCorners = {
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),
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),
};
Array<Vector> frustumCorners = {
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),
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),
};
for (auto& c : frustumCorners) {
Vector4 invCorner = invCam * Vector4(c, 1);
c = invCorner / invCorner.w;
}
for (uint32 j = 0; j < 4; j++) {
Vector dist = frustumCorners[j + 4] - frustumCorners[j];
frustumCorners[j + 4] = frustumCorners[j] + (dist * splitDist);
frustumCorners[j] = frustumCorners[j] + (dist * lastSplitDist);
}
for (auto& c : frustumCorners) {
Vector4 invCorner = invCam * Vector4(c, 1);
c = invCorner / invCorner.w;
}
for (uint32 j = 0; j < 4; j++) {
Vector dist = frustumCorners[j + 4] - frustumCorners[j];
frustumCorners[j + 4] = frustumCorners[j] + (dist * splitDist);
frustumCorners[j] = frustumCorners[j] + (dist * lastSplitDist);
}
Vector frustumCenter = Vector(0);
for (uint32 j = 0; j < 8; j++) {
frustumCenter += frustumCorners[j];
}
frustumCenter /= 8.0f;
Vector frustumCenter = Vector(0);
for (uint32 j = 0; j < 8; j++) {
frustumCenter += frustumCorners[j];
}
frustumCenter /= 8.0f;
float radius = 0.0f;
for (uint j = 0; j < 8; j++) {
float distance = glm::length(frustumCorners[j] - frustumCenter);
radius = glm::max(radius, distance);
}
radius = std::ceil(radius * 16.0f) / 16.0f;
float radius = 0.0f;
for (uint j = 0; j < 8; j++) {
float distance = glm::length(frustumCorners[j] - frustumCenter);
radius = glm::max(radius, distance);
}
radius = std::ceil(radius * 16.0f) / 16.0f;
Vector maxExtents = Vector(radius);
Vector minExtents = -maxExtents;
Vector maxExtents = Vector(radius);
Vector minExtents = -maxExtents;
for (uint32 s = 0; s < scene->getLightEnvironment()->getNumDirectionalLights(); ++s) {
Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction);
Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
Matrix4 projectionMatrix =
orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - minExtents.z);
Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix;
viewParams.viewMatrix = viewMatrix;
viewParams.inverseViewMatrix = glm::inverse(viewMatrix);
viewParams.projectionMatrix = projectionMatrix;
viewParams.inverseProjection = glm::inverse(projectionMatrix);
viewParams.viewProjectionMatrix = viewProjectionMatrix;
viewParams.inverseViewProjectionMatrix = glm::inverse(viewProjectionMatrix);
viewParams.cameraPosition_WS = Vector4(cameraPos, 1);
viewParams.cameraForward_WS = Vector4(frustumCenter - cameraPos, 0);
viewParams.screenDimensions = Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y);
viewParams.invScreenDimensions = 1.0f / viewParams.screenDimensions;
viewParams = {
.viewMatrix = viewMatrix,
.inverseViewMatrix = glm::inverse(viewMatrix),
.projectionMatrix = projectionMatrix,
.inverseProjection = glm::inverse(projectionMatrix),
.viewProjectionMatrix = viewProjectionMatrix,
.inverseViewProjectionMatrix = glm::inverse(viewProjectionMatrix),
.cameraPosition_WS = Vector4(cameraPos, 1),
.cameraForward_WS = Vector4(frustumCenter - cameraPos, 0),
.screenDimensions = Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y),
.invScreenDimensions = 1.0f / Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y),
.frameIndex = Gfx::getCurrentFrameIndex(),
.time = (float)Gfx::getCurrentFrameTime(),
};
cascades[i].viewParams.add(createViewParamsSet());
cascades[i].lightSpaceBuffer->updateContents(0, sizeof(Matrix4), &viewProjectionMatrix);
lastSplitDist = cascadeSplits[i];
}
lastSplitDist = cascadeSplits[i];
}
}
@@ -177,7 +179,7 @@ void ShadowPass::render() {
Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("ShadowRender");
command->setViewport(shadowViewport);
command->setViewport(cascades[c].shadowViewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
constexpr float depthBiasConstant = -1.25f;
@@ -262,19 +264,9 @@ void ShadowPass::publishOutputs() {
.data = nullptr,
},
.name = "CascadeSplits"});
shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{.dimensions =
{
.size = {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE},
.offset = {0, 0},
},
.fieldOfView = 0,
.left = -100,
.right = 100,
.top = 100,
.bottom = -100});
uint32 cascadeDim = SHADOW_MAP_SIZE;
for (uint32 s = 0; s < NUM_CASCADES; ++s) {
cascades[s].shadowMaps = graphics->createTexture2DArray(TextureCreateInfo{
for (uint32 c = 0; c < NUM_CASCADES; ++c) {
cascades[c].shadowMaps = graphics->createTexture2DArray(TextureCreateInfo{
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = cascadeDim,
.height = cascadeDim,
@@ -282,19 +274,26 @@ void ShadowPass::publishOutputs() {
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMapCascade",
});
cascades[s].lightSpaceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{.sourceData =
cascades[c].lightSpaceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{.sourceData =
{
.size = sizeof(Matrix4),
.data = nullptr,
},
.name = "LightSpaceBuffer"});
cascades[s].views.clear();
for (uint32 j = 0; j < cascades[s].shadowMaps->getNumLayers(); ++j) {
cascades[s].views.add(cascades[s].shadowMaps->createTextureView(0, 1, j, 1));
cascades[c].views.clear();
for (uint32 j = 0; j < cascades[c].shadowMaps->getNumLayers(); ++j) {
cascades[c].views.add(cascades[c].shadowMaps->createTextureView(0, 1, j, 1));
}
cascades[c].shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{
.dimensions =
{
.size = {cascadeDim, cascadeDim},
.offset = {0, 0},
},
});
cascadeDim /= 2;
resources->registerTextureOutput(fmt::format("SHADOWMAP_TEXTURE{0}", s), Gfx::PTexture2DArray(cascades[s].shadowMaps));
resources->registerBufferOutput(fmt::format("SHADOWMAP_LIGHTSPACE{0}", s), cascades[s].lightSpaceBuffer);
resources->registerTextureOutput(fmt::format("SHADOWMAP_TEXTURE{0}", c), Gfx::PTexture2DArray(cascades[c].shadowMaps));
resources->registerBufferOutput(fmt::format("SHADOWMAP_LIGHTSPACE{0}", c), cascades[c].lightSpaceBuffer);
}
cascadeSplitsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{.sourceData =
{
@@ -303,7 +302,7 @@ void ShadowPass::publishOutputs() {
},
.name = "CASCADE_SPLITS"});
resources->registerUniformOutput("SHADOWMAP_CASCADESPLITS", cascadeSplitsBuffer);
viewport = shadowViewport;
viewport = cascades[0].shadowViewport;
}
void ShadowPass::createRenderPass() { cullingBuffer = resources->requestBuffer("CULLINGBUFFER"); }
+1 -1
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@@ -27,12 +27,12 @@ class ShadowPass : public RenderPass {
Array<Matrix4> lightSpaceMatrices;
Gfx::OShaderBuffer lightSpaceBuffer;
Array<Gfx::ODescriptorSet> viewParams;
Gfx::OViewport shadowViewport;
};
StaticArray<Cascade, NUM_CASCADES> cascades;
Gfx::OUniformBuffer cascadeSplitsBuffer;
Gfx::OPipelineLayout shadowLayout;
Gfx::PShaderBuffer cullingBuffer;
Gfx::OViewport shadowViewport;
PScene scene;
};
DEFINE_REF(ShadowPass)