Pre bindless

This commit is contained in:
Dynamitos
2025-05-07 16:08:12 +02:00
parent 3e36340b02
commit ed66635191
14 changed files with 120 additions and 58 deletions
+16 -1
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@@ -10,11 +10,26 @@ struct DirectionalLight : ILightEnv
{
float4 color;
float4 direction;
float4x4 lightSpaceMatrix;
Texture2D shadowMap;
SamplerState shadowSampler;
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
{
float3 dir_WS = -normalize(direction.xyz);
return brdf.evaluate(params.viewDir_WS, dir_WS, color.xyz * color.w);
float3 color = brdf.evaluate(params.viewDir_WS, dir_WS, color.xyz * color.w);
float4 lightSpacePos = mul(lightSpaceMatrix, float4(params.position_WS, 1));
float3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
projCoords = projCoords * 0.5 + 0.5;
float closestDepth = shadowMap.Sample(shadowSampler, projCoords.xy).r;
float currentDepth = projCoords.z;
float bias = max(0.05 * (1.0 - dot(brdf.getNormal(), direction.xyz)), 0.005);
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
if (projCoords.z > 1.0)
shadow = 0;
return shadow * color;
}
};
+21 -2
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@@ -5,7 +5,23 @@ using namespace Seele;
DirectionalLightActor::DirectionalLightActor(PScene scene) : Actor(scene) { attachComponent<Component::DirectionalLight>(); }
DirectionalLightActor::DirectionalLightActor(PScene scene, Vector color, float intensity, Vector direction) : Actor(scene) {
attachComponent<Component::DirectionalLight>(Vector4(color, intensity), Vector4(glm::normalize(direction), 0));
attachComponent<Component::DirectionalLight>(Vector4(color, intensity));
Vector lightDirection = Vector(direction);
float dot = glm::dot(lightDirection, Math::Transform::FORWARD);
Quaternion rotation = Quaternion(1, 0, 0, 0);
// Handle the edge cases first
if (glm::epsilonEqual(dot, 1.0f, 0.00001f)) {
// Vectors are the same, no rotation
} else if (glm::epsilonEqual(dot, -1.0f, 0.00001f)) {
// Vectors are opposite need 180-degree rotation around any perpendicular axis
rotation = glm::angleAxis(glm::pi<float>(), Vector(0, 1, 0));
} else {
// Normal case
Vector axis = glm::normalize(glm::cross(lightDirection, Math::Transform::FORWARD));
float angle = std::acos(dot); // angle between vectors
rotation = glm::angleAxis(angle, axis);
}
attachComponent<Component::Transform>(Math::Transform(Vector(0, 0, 0), rotation));
}
DirectionalLightActor::~DirectionalLightActor() {}
@@ -16,4 +32,7 @@ Component::DirectionalLight& DirectionalLightActor::getDirectionalLightComponent
const Component::DirectionalLight& DirectionalLightActor::getDirectionalLightComponent() const {
return accessComponent<Component::DirectionalLight>();
}
}
Component::Transform& DirectionalLightActor::getTransformComponent() { return accessComponent<Component::Transform>(); }
const Component::Transform& DirectionalLightActor::getTransformComponent() const { return accessComponent<Component::Transform>(); }
+2
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@@ -10,6 +10,8 @@ class DirectionalLightActor : public Actor {
virtual ~DirectionalLightActor();
Component::DirectionalLight& getDirectionalLightComponent();
const Component::DirectionalLight& getDirectionalLightComponent() const;
Component::Transform& getTransformComponent();
const Component::Transform& getTransformComponent() const;
private:
};
+7 -2
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@@ -5,11 +5,16 @@ using namespace Seele;
PointLightActor::PointLightActor(PScene scene) : Actor(scene) { attachComponent<Component::PointLight>(); }
PointLightActor::PointLightActor(PScene scene, Vector position, float intensity, Vector color, float attenuation) : Actor(scene) {
attachComponent<Component::PointLight>(Vector4(position, intensity), Vector4(color, attenuation));
attachComponent<Component::PointLight>(color, intensity, attenuation);
attachComponent<Component::Transform>(Math::Transform(position));
}
PointLightActor::~PointLightActor() {}
Component::PointLight& PointLightActor::getPointLightComponent() { return accessComponent<Component::PointLight>(); }
const Component::PointLight& PointLightActor::getPointLightComponent() const { return accessComponent<Component::PointLight>(); }
const Component::PointLight& PointLightActor::getPointLightComponent() const { return accessComponent<Component::PointLight>(); }
Component::Transform& PointLightActor::getTransformComponent() { return accessComponent<Component::Transform>(); }
const Component::Transform& PointLightActor::getTransformComponent() const { return accessComponent<Component::Transform>(); }
+2
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@@ -10,6 +10,8 @@ class PointLightActor : public Actor {
virtual ~PointLightActor();
Component::PointLight& getPointLightComponent();
const Component::PointLight& getPointLightComponent() const;
Component::Transform& getTransformComponent();
const Component::Transform& getTransformComponent() const;
private:
};
+2 -2
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@@ -3,8 +3,8 @@
namespace Seele {
namespace Component {
struct DirectionalLight {
Vector4 colorIntensity;
Vector4 direction;
Vector color;
float intensity;
};
} // namespace Component
} // namespace Seele
+3 -3
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@@ -4,9 +4,9 @@
namespace Seele {
namespace Component {
struct PointLight {
// give the lights a radius so that they are not actual points
Vector4 positionWS;
Vector4 colorRange;
Vector color;
float intensity;
float attenuation;
};
} // namespace Component
} // namespace Seele
+6 -24
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@@ -39,7 +39,7 @@ ShadowPass::ShadowPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graph
ShadowPass::~ShadowPass() {}
void ShadowPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {}
void ShadowPass::beginFrame(const Component::Camera&, const Component::Transform&) {}
void ShadowPass::render() {
graphics->beginDebugRegion("ShadowPass");
@@ -81,31 +81,13 @@ void ShadowPass::render() {
"Shadow");
graphics->beginRenderPass(renderPass);
auto light = scene->getLightEnvironment()->getDirectionalLight(shadowIndex);
Vector lightDirection = Vector(light.direction);
Vector lightPosition = -light.direction * 100.0f;
float dot = glm::dot(lightDirection, Math::Transform::FORWARD);
Quaternion rotation = Quaternion(1, 0, 0, 0);
// Handle the edge cases first
if (glm::epsilonEqual(dot, 1.0f, 0.00001f)) {
// Vectors are the same, no rotation
} else if (glm::epsilonEqual(dot, -1.0f, 0.00001f)) {
// Vectors are opposite need 180-degree rotation around any perpendicular axis
rotation = glm::angleAxis(glm::pi<float>(), Vector(0, 1, 0));
} else {
// Normal case
Vector axis = glm::normalize(glm::cross(lightDirection, Math::Transform::FORWARD));
float angle = std::acos(dot); // angle between vectors
rotation = glm::angleAxis(angle, axis);
}
Component::Transform lightTransform = Component::Transform{
.transform = Math::Transform(lightPosition, rotation),
};
Component::Camera lightCamera = Component::Camera{
.nearPlane = -1000.f,
.nearPlane = 0.f,
.farPlane = 1000.0f,
};
Gfx::PDescriptorSet viewParamsSet = createViewParamsSet(lightCamera, lightTransform);
Gfx::PDescriptorSet viewParamsSet = createViewParamsSet(lightCamera, scene->getLightEnvironment()->getDirectionalTransform(shadowIndex));
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
Gfx::PermutationId id(permutation);
@@ -123,7 +105,7 @@ void ShadowPass::render() {
.pipelineLayout = collection->pipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_NONE,
.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
},
.colorBlend =
{
@@ -140,7 +122,7 @@ void ShadowPass::render() {
.pipelineLayout = collection->pipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_NONE,
.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
},
.colorBlend =
{
+2 -2
View File
@@ -21,11 +21,11 @@ Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo)
Viewport::~Viewport() {}
Matrix4 Viewport::getProjectionMatrix(float nearPlane, float farPlane) const {
Matrix4 correctionMatrix = Matrix4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 / 2.f, 0, 0, 0, 1 / 2.f, 1);
if (fieldOfView > 0.0f) {
Matrix4 projectionMatrix = glm::perspective(fieldOfView, sizeX / static_cast<float>(sizeY), nearPlane, farPlane);
Matrix4 correctionMatrix = Matrix4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 / 2.f, 0, 0, 0, 1 / 2.f, 1);
return correctionMatrix * projectionMatrix;
} else {
return glm::ortho(orthoLeft, orthoRight, orthoTop, orthoBottom, nearPlane, farPlane);
return correctionMatrix * glm::ortho(orthoLeft, orthoRight, orthoTop, orthoBottom, farPlane, nearPlane);
}
}
+1
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@@ -24,6 +24,7 @@ Transform::Transform(Vector position, Quaternion rotation, Vector scale)
: position(Vector4(position, 0)), rotation(rotation), scale(Vector4(scale, 0)) {}
Transform::Transform(Quaternion rotation, Vector scale) : position(Vector4(0, 0, 0, 0)), rotation(rotation), scale(Vector4(scale, 0)) {}
Transform::~Transform() {}
Matrix4 Transform::toMatrix() const {
// TODO: actual calculations, SIMD
Matrix4 result = Matrix4(1);
+1
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@@ -16,6 +16,7 @@ class Transform {
Transform(Quaternion rotation, Vector scale);
~Transform();
Matrix4 toMatrix() const;
void fromMatrix(Matrix4 mat);
Vector transformPosition(const Vector& v) const;
Vector getPosition() const;
+31 -13
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@@ -55,12 +55,41 @@ void LightEnvironment::reset() {
layout->reset();
set = layout->allocateDescriptorSet();
dirs.clear();
directionalTransforms.clear();
points.clear();
}
void LightEnvironment::addDirectionalLight(Component::DirectionalLight dirLight) { dirs.add(dirLight); }
void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& dirLight, const Component::Transform& transform) {
dirs.add(ShaderDirectionalLight{
.color = Vector4(dirLight.color, dirLight.intensity),
.direction = Vector4(transform.getForward(), 0),
.lightSpaceMatrix = transform.toMatrix(),
});
directionalTransforms.add(transform);
if (shadowMaps.size() < dirs.size()) {
shadowMaps.add(graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = 2048,
.height = 2048,
.elements = (uint32)dirs.size(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMap",
}));
shadowSamplers.add(graphics->createSampler(SamplerCreateInfo{
.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
.name = "ShadowSampler",
}));
}
}
void LightEnvironment::addPointLight(Component::PointLight pointLight) { points.add(pointLight); }
void LightEnvironment::addPointLight(const Component::PointLight& pointLight, const Component::Transform& transform) {
points.add(ShaderPointLight{
.position_WS = Vector4(transform.getPosition(), pointLight.intensity),
.colorRange = Vector4(pointLight.color, pointLight.attenuation),
});
}
void LightEnvironment::commit() {
directionalLights->rotateBuffer(sizeof(Component::DirectionalLight) * dirs.size());
@@ -84,17 +113,6 @@ void LightEnvironment::commit() {
set->updateTexture("irradianceMap", 0, environment->getIrradianceMap());
set->updateSampler("irradianceSampler", 0, environmentSampler);
set->writeChanges();
while (shadowMapArray.size() < dirs.size()) {
shadowMapArray.add(graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = 2048,
.height = 2048,
.elements = (uint32)dirs.size(),
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMap",
}));
}
}
const Gfx::PDescriptorLayout LightEnvironment::getDescriptorLayout() const { return layout; }
+20 -7
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@@ -1,6 +1,7 @@
#pragma once
#include "Component/DirectionalLight.h"
#include "Component/PointLight.h"
#include "Component/Transform.h"
#include "Graphics/Buffer.h"
#include "Graphics/Descriptor.h"
@@ -8,25 +9,37 @@ namespace Seele {
DECLARE_REF(EnvironmentMapAsset)
class LightEnvironment {
public:
struct ShaderDirectionalLight {
Vector4 color;
Vector4 direction;
Matrix4 lightSpaceMatrix;
};
struct ShaderPointLight {
Vector4 position_WS;
Vector4 colorRange;
};
LightEnvironment(Gfx::PGraphics graphics);
~LightEnvironment();
void reset();
void addDirectionalLight(Component::DirectionalLight dirLight);
void addPointLight(Component::PointLight pointLight);
void addDirectionalLight(const Component::DirectionalLight& dirLight, const Component::Transform& transform);
void addPointLight(const Component::PointLight& pointLight, const Component::Transform& transform);
void commit();
const Gfx::PDescriptorLayout getDescriptorLayout() const;
const Component::DirectionalLight& getDirectionalLight(uint32 lightIndex) const { return dirs[lightIndex]; }
const ShaderDirectionalLight& getDirectionalLight(uint32 lightIndex) const { return dirs[lightIndex]; }
const Component::Transform& getDirectionalTransform(uint32 lightIndex) const { return directionalTransforms[lightIndex]; }
Gfx::PDescriptorSet getDescriptorSet();
PEnvironmentMapAsset getEnvironmentMap() { return environment; }
uint64 getNumDirectionalLights() const { return dirs.size(); }
const Array<Gfx::OTexture2D>& getShadowMaps() const { return shadowMapArray; }
const Array<Gfx::OTexture2D>& getShadowMaps() const { return shadowMaps; }
private:
Gfx::OShaderBuffer directionalLights;
Array<Gfx::OTexture2D> shadowMapArray;
Array<Gfx::OTexture2D> shadowMaps;
Array<Gfx::OSampler> shadowSamplers;
Gfx::OShaderBuffer pointLights;
Array<Component::DirectionalLight> dirs;
Array<Component::PointLight> points;
Array<ShaderDirectionalLight> dirs;
Array<Component::Transform> directionalTransforms;
Array<ShaderPointLight> points;
PEnvironmentMapAsset environment;
Gfx::OSampler environmentSampler;
Gfx::ODescriptorLayout layout;
+6 -2
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@@ -9,6 +9,10 @@ LightGather::~LightGather() {}
void LightGather::update() {
lightEnv->reset();
scene->view<Component::PointLight>([this](Component::PointLight& pointLight) { lightEnv->addPointLight(pointLight); });
scene->view<Component::DirectionalLight>([this](Component::DirectionalLight& dirLight) { lightEnv->addDirectionalLight(dirLight); });
scene->view<Component::PointLight, Component::Transform>(
[this](Component::PointLight& pointLight, Component::Transform& transform) { lightEnv->addPointLight(pointLight, transform); });
scene->view<Component::DirectionalLight, Component::Transform>(
[this](Component::DirectionalLight& dirLight, Component::Transform& transform) {
lightEnv->addDirectionalLight(dirLight, transform);
});
}