Shadows WIP
- new subpass generated for shadow maps now use light's renderer - Added support to pass in custom binding and location for vertex attributes - SHLightingSubSystem GetViewMatrix uses SHMatrix::LookAtLH but with hard-coded values for now. This will eventually be replaced with real position and target values - Created new shadow map rendering vertex input state.
This commit is contained in:
parent
3e01c9e80a
commit
8bb406e17f
|
@ -270,8 +270,12 @@ namespace SHADE
|
||||||
camera.viewMatrix(1, 3) = -UP.Dot(camera.position + camera.offset);
|
camera.viewMatrix(1, 3) = -UP.Dot(camera.position + camera.offset);
|
||||||
camera.viewMatrix(2, 3) = -view.Dot(camera.position + camera.offset);
|
camera.viewMatrix(2, 3) = -view.Dot(camera.position + camera.offset);
|
||||||
|
|
||||||
|
//SHVec3 target{ 0.0f,0.0f,-1.0f };
|
||||||
|
//target = SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
|
||||||
|
//target = SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
|
||||||
|
//target += camera.position;
|
||||||
|
|
||||||
|
//camera.viewMatrix = SHMatrix::Transpose(SHMatrix::LookAtLH(camera.position, target, SHVec3(0.0f, -1.0f, 0.0f)));
|
||||||
|
|
||||||
camera.dirtyView = false;
|
camera.dirtyView = false;
|
||||||
}
|
}
|
||||||
|
|
|
@ -205,7 +205,7 @@ namespace SHADE
|
||||||
defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8
|
defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8
|
||||||
|
|
||||||
shadowMapVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D)});
|
shadowMapVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D)});
|
||||||
shadowMapVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4); // Transform at binding 4 - 7 (4 slots)
|
shadowMapVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots)
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHGraphicsPredefinedData::Init(Handle<SHVkLogicalDevice> logicalDevice) noexcept
|
void SHGraphicsPredefinedData::Init(Handle<SHVkLogicalDevice> logicalDevice) noexcept
|
||||||
|
|
|
@ -776,7 +776,7 @@ namespace SHADE
|
||||||
auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphNodeNames::SHADOW_MAP_PASS.data() + resourceName, {resourceName.c_str()}, SHGraphicsConstants::RenderGraphNodeNames::GBUFFER_PASS.data());
|
auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphNodeNames::SHADOW_MAP_PASS.data() + resourceName, {resourceName.c_str()}, SHGraphicsConstants::RenderGraphNodeNames::GBUFFER_PASS.data());
|
||||||
|
|
||||||
// Add a subpass to render to that shadow map
|
// Add a subpass to render to that shadow map
|
||||||
auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", worldViewport, worldRenderer);
|
auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", worldViewport, lightComp->GetRenderer());
|
||||||
//auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", worldViewport, lightComp->GetRenderer());
|
//auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", worldViewport, lightComp->GetRenderer());
|
||||||
newSubpass->AddDepthOutput(resourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
|
newSubpass->AddDepthOutput(resourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
|
||||||
|
|
||||||
|
|
|
@ -381,7 +381,7 @@ namespace SHADE
|
||||||
switch (lightComp->GetLightData().type)
|
switch (lightComp->GetLightData().type)
|
||||||
{
|
{
|
||||||
case SH_LIGHT_TYPE::DIRECTIONAL:
|
case SH_LIGHT_TYPE::DIRECTIONAL:
|
||||||
return SHMatrix::LookAtRH(lightComp->GetLightData().position, lightComp->GetLightData().position + lightComp->GetLightData().direction, SHVec3(0.0f, 1.0f, 0.0f));
|
return SHMatrix::Transpose (SHMatrix::LookAtLH(/*lightComp->GetLightData().position*/SHVec3(-0.7768f, 3.82611f, 9.23839f), SHVec3(-0.7619f, 3.30361f, 8.38588f), SHVec3(0.0f, -1.0f, 0.0f)));
|
||||||
case SH_LIGHT_TYPE::POINT:
|
case SH_LIGHT_TYPE::POINT:
|
||||||
return {};
|
return {};
|
||||||
case SH_LIGHT_TYPE::SPOT:
|
case SH_LIGHT_TYPE::SPOT:
|
||||||
|
@ -525,7 +525,7 @@ namespace SHADE
|
||||||
if (auto renderer = light.GetRenderer())
|
if (auto renderer = light.GetRenderer())
|
||||||
{
|
{
|
||||||
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
|
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
|
||||||
renderer->UpdateDataManual (frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicRH(80.0f, 80.0f, 0.01f, 10000.0f));
|
renderer->UpdateDataManual (frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(12.0f, 12.0f, 0.1f, 20.0f));
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -195,7 +195,7 @@ namespace SHADE
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHVertexInputState::AddBinding(bool instanced, bool calcOffset, std::initializer_list<SHVertexAttribute> inAttribs, uint32_t fixedAttributeLocation/* = static_cast<uint32_t>(-1)*/) noexcept
|
void SHVertexInputState::AddBinding(bool instanced, bool calcOffset, std::initializer_list<SHVertexAttribute> inAttribs, uint32_t fixedBinding /*= static_cast<uint32_t>(-1)*/, uint32_t fixedAttributeLocation/* = static_cast<uint32_t>(-1)*/) noexcept
|
||||||
{
|
{
|
||||||
// add a binding and get ref to it
|
// add a binding and get ref to it
|
||||||
bindings.emplace_back();
|
bindings.emplace_back();
|
||||||
|
@ -210,7 +210,7 @@ namespace SHADE
|
||||||
// Offset is 0 at first (for first element)
|
// Offset is 0 at first (for first element)
|
||||||
uint32_t offset = 0;
|
uint32_t offset = 0;
|
||||||
|
|
||||||
binding.binding = static_cast<uint32_t>(bindings.size() - 1);
|
binding.binding = (fixedBinding != static_cast<uint32_t>(-1)) ? fixedBinding : static_cast<uint32_t>(bindings.size() - 1);
|
||||||
|
|
||||||
// for every attribute passed in
|
// for every attribute passed in
|
||||||
for (auto const& attrib : inAttribs)
|
for (auto const& attrib : inAttribs)
|
||||||
|
@ -226,7 +226,7 @@ namespace SHADE
|
||||||
auto& vertexAttrib = attributes.back();
|
auto& vertexAttrib = attributes.back();
|
||||||
|
|
||||||
// The binding for that attribute description is index of the new binding created earlier in this function
|
// The binding for that attribute description is index of the new binding created earlier in this function
|
||||||
vertexAttrib.binding = static_cast<uint32_t>(bindings.size() - 1);
|
vertexAttrib.binding = (fixedBinding != static_cast<uint32_t>(-1)) ? fixedBinding : static_cast<uint32_t>(bindings.size() - 1);
|
||||||
|
|
||||||
//Attribute location. New index is simply + 1 of the previous. Starts from 0 obviously
|
//Attribute location. New index is simply + 1 of the previous. Starts from 0 obviously
|
||||||
vertexAttrib.location = (fixedAttributeLocation != static_cast<uint32_t>(-1)) ? fixedAttributeLocation + i : static_cast<uint32_t>(attributes.size () - 1);
|
vertexAttrib.location = (fixedAttributeLocation != static_cast<uint32_t>(-1)) ? fixedAttributeLocation + i : static_cast<uint32_t>(attributes.size () - 1);
|
||||||
|
|
|
@ -34,7 +34,7 @@ namespace SHADE
|
||||||
SHVertexInputState& operator= (SHVertexInputState const& rhs) noexcept;
|
SHVertexInputState& operator= (SHVertexInputState const& rhs) noexcept;
|
||||||
SHVertexInputState& operator= (SHVertexInputState&& rhs) noexcept;
|
SHVertexInputState& operator= (SHVertexInputState&& rhs) noexcept;
|
||||||
|
|
||||||
void AddBinding(bool instanced, bool calcOffset, std::initializer_list<SHVertexAttribute> inAttribs, uint32_t fixedAttributeLocation = static_cast<uint32_t>(-1)) noexcept;
|
void AddBinding(bool instanced, bool calcOffset, std::initializer_list<SHVertexAttribute> inAttribs, uint32_t fixedBinding = static_cast<uint32_t>(-1), uint32_t fixedAttributeLocation = static_cast<uint32_t>(-1)) noexcept;
|
||||||
|
|
||||||
friend class SHVkPipelineState;
|
friend class SHVkPipelineState;
|
||||||
friend class SHVkPipeline;
|
friend class SHVkPipeline;
|
||||||
|
|
Loading…
Reference in New Issue