Something about shadowpass

This commit is contained in:
2025-09-21 22:09:24 +02:00
parent 209780cd54
commit ed69a21b80
5 changed files with 45 additions and 38 deletions
+7 -7
View File
@@ -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);
@@ -47,13 +47,13 @@ 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;
cascadeIndex = c + 1;
}
}
float4 lightSpacePos = mul(pShadowMapping.lightSpaceMatrices[cascadeIndex][i], float4(params.position_WS, 1));
lightSpacePos = mul(biasMat, lightSpacePos);
float4 shadowCoord = clipToScreen(lightSpacePos);
/*int3 texDim;
float4 shadowCoord = lightSpacePos;
int3 texDim;
pShadowMapping.shadowMaps[cascadeIndex].GetDimensions(texDim.x, texDim.y, texDim.z);
float scale = 1.5f;
float dx = scale * 1.0 / float(texDim.x);
@@ -68,7 +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 - 0.005f)
if (shadowCoord.w > 0 && dist > shadowCoord.z)
{
shadow = 0;
}
@@ -76,9 +76,9 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
shadowFactor += shadow;
count++;
}
}*/
}
result = 1 - float3(pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy, i)).r, 0, 0);//(shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
result = (shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for (uint i = 0; i < pLightEnv.numPointLights; ++i)
{
@@ -108,7 +108,7 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
Vector maxExtents = Vector(radius);
Vector minExtents = -maxExtents;
Vector lightDir = glm::normalize(-scene->getLightEnvironment()->getDirectionalLight(s).direction);
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 =
@@ -191,8 +191,8 @@ void ShadowPass::render() {
.pipelineLayout = collection->pipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
.depthBiasEnable = true,
.cullMode = Gfx::SE_CULL_MODE_NONE,
.depthBiasEnable = false,
.depthBiasConstantFactor = depthBiasConstant,
.depthBiasSlopeFactor = depthBiasSlope,
},
+1
View File
@@ -3,6 +3,7 @@ target_sources(Engine
AABB.h
Math.h
Matrix.h
Matrix.cpp
Transform.h
Transform.cpp
Vector.h
+32
View File
@@ -0,0 +1,32 @@
#include "Matrix.h"
using namespace Seele;
Matrix4 Seele::orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane) {
return Matrix4{
{
2.0f / (right - left),
0.0f,
0.0f,
0.0f,
},
{
0.0f,
2.0f / (top - bottom),
0.0f,
0.0f,
},
{
0.0f,
0.0f,
1.0f / (farPlane - nearPlane),
0.0f,
},
{
-(right + left) / (right - left),
-(top + bottom) / (top - bottom),
farPlane / (farPlane - nearPlane),
1.0f,
},
};
}
+2 -28
View File
@@ -1,4 +1,5 @@
#pragma once
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/mat2x2.hpp>
#include <glm/mat3x3.hpp>
#include <glm/mat4x4.hpp>
@@ -36,32 +37,5 @@ static Matrix4 perspectiveProjection(float fov, float aspect, float nearPlane, f
},
};
}
static Matrix4 orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane) {
return Matrix4{
{
2.0f / (right - left),
0.0f,
0.0f,
0.0f,
},
{
0.0f,
2.0f / (top - bottom),
0.0f,
0.0f,
},
{
0.0f,
0.0f,
-2.0f / (nearPlane - farPlane),
0.0f,
},
{
-(right + left) / (right - left),
-(top + bottom) / (top - bottom),
-(nearPlane + farPlane) / (nearPlane - farPlane),
1.0f,
},
};
}
Matrix4 orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane);
} // namespace Seele