Shadows WIP

This commit is contained in:
Brandon Mak 2023-01-07 17:45:49 +08:00
parent 8bb406e17f
commit 77a5829fc9
11 changed files with 35 additions and 13 deletions

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@ -1,4 +1,4 @@
Start in Fullscreen: false
Starting Scene ID: 97158628
Starting Scene ID: 86098106
Window Size: {x: 1920, y: 1080}
Window Title: SHADE Engine

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@ -6,6 +6,7 @@ struct DirectionalLightStruct
uint isActive;
uint cullingMask;
vec4 diffuseColor;
mat4 pvMatrix;
};
struct AmbientLightStruct
@ -24,6 +25,8 @@ layout(set = 3, binding = 3, r32ui) uniform uimage2D lightLayerData;
layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
layout(set = 3, binding = 5, rgba8) uniform image2D targetImage;
layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global)
layout(set = 1, binding = 0) uniform LightCounts
{
uint directionalLights;

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@ -158,7 +158,7 @@ namespace SHADE
.Type = vk::DescriptorType::eCombinedImageSampler,
.Stage = vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment | vk::ShaderStageFlagBits::eCompute,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA,
.DescriptorCount = 200, // we can have up to 2000 textures for now
.DescriptorCount = 200, // we can have up to 200 textures for now
.flags = vk::DescriptorBindingFlagBits::eVariableDescriptorCount,
};

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@ -13,7 +13,7 @@ namespace SHADE
CAMERA,
MATERIALS,
FONT,
RENDER_GRAPH_RESOURCE,
RENDER_GRAPH_NODE_COMPUTE_RESOURCE,
RENDER_GRAPH_RESOURCE,
};
}

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@ -127,7 +127,10 @@ namespace SHADE
SHFreetypeInstance::Init();
SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false);
// Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
@ -288,7 +291,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
/* DEFERRED COMPOSITE SUBPASS INIT */
/*-----------------------------------------------------------------------*/
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute("Deferred Composite", deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Scene" });
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute("Deferred Composite", deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Scene" }, {}/*SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::SHADOW)[0]*/);
deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
{
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);

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@ -122,4 +122,9 @@ namespace SHADE
return cameraDirector;
}
SHShaderCameraData SHRenderer::GetCPUCameraData(void) const noexcept
{
return cpuCameraData;
}
}

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@ -93,6 +93,7 @@ namespace SHADE
/* Setters and Getters */
/*-----------------------------------------------------------------------------*/
Handle<SHCameraDirector> GetCameraDirector (void) const noexcept;
SHShaderCameraData GetCPUCameraData (void) const noexcept;
private:
/*-----------------------------------------------------------------------------*/

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@ -56,6 +56,11 @@ namespace SHADE
//lightPtr->direction = lightData.direction;
lightPtr->diffuseColor = lightData.color;
lightPtr->active = lightComp->isActive;
// write view projection matrix if renderer is available
auto lightRenderer = lightComp->GetRenderer();
if (lightRenderer)
lightPtr->pvMatrix = lightRenderer->GetCPUCameraData().viewProjectionMatrix;
break;
}
case SH_LIGHT_TYPE::POINT:
@ -499,6 +504,12 @@ namespace SHADE
for (auto& light : lightComps)
{
if (auto renderer = light.GetRenderer())
{
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(12.0f, 12.0f, 0.1f, 20.0f));
}
auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
// First we want to make sure the light is already bound to the system. if it
@ -520,14 +531,6 @@ namespace SHADE
// Light is now updated in the container
//light.ClearDirtyFlag();
}
if (auto renderer = light.GetRenderer())
{
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
renderer->UpdateDataManual (frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(12.0f, 12.0f, 0.1f, 20.0f));
}
}
// Write data to GPU

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@ -3,12 +3,14 @@
#include "Resource/SHHandle.h"
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec4.h"
#include "Math/SHMatrix.h"
#include "SHLightData.h"
#include <array>
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
#include "Graphics/RenderGraph/SHRenderGraphResource.h"
#include "ECS_Base/SHECSMacros.h"
namespace SHADE
{
class SHVkLogicalDevice;
@ -39,6 +41,9 @@ namespace SHADE
//! Diffuse color emitted by the light
alignas (16) SHVec4 diffuseColor;
//! Matrix for world to projection from light's perspective
SHMatrix pvMatrix;
};
// Represents how the data will be interpreted in GPU. we want to copy to a container of these before passing to GPU.

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@ -208,7 +208,9 @@ namespace SHADE
newBinding.flags = vk::DescriptorBindingFlagBits::eVariableDescriptorCount;
}
else
{
SHLOG_ERROR("Variable size binding is detected, but the binding is not the last binding of the set and is therefore invalid. ");
}
}
setsWithBindings[CURRENT_SET].emplace_back(newBinding);