Shadows are sort of working

This commit is contained in:
Brandon Mak 2023-01-11 20:04:53 +08:00
parent 4cd9a6cea0
commit f217562fef
10 changed files with 37 additions and 11 deletions

View File

@ -1,4 +1,4 @@
Start in Fullscreen: false
Starting Scene ID: 87285316
Starting Scene ID: 86098106
Window Size: {x: 1920, y: 1080}
Window Title: SHADE Engine

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@ -8440,10 +8440,15 @@
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2.05652523, y: 1.65113854, z: -6.62914371}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Light Component:
Position: {x: 0, y: 0, z: 0}
Position: {x: 0, y: 1.5, z: -6.71799994}
Type: Directional
Direction: {x: 15, y: 90, z: 15}
Direction: {x: 0, y: 0, z: -1.11899996}
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
Strength: 1

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@ -52,7 +52,19 @@ float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV
{
vec4 fragPosLightPOV = lightPV * worldSpaceFragPos;
vec3 converted = (fragPosLightPOV.xyz / fragPosLightPOV.w) * vec3(0.5f) + vec3(0.5f);
return step (fragPosLightPOV.z, texture(shadowMap, converted.xy).r);
float sampledDepth = texture(shadowMap, converted.xy).r;
if (converted.x < 0.0f || converted.x > 1.0f || converted.y < 0.0f || converted.y > 1.0f)
return 1.0f;
if (fragPosLightPOV.z > sampledDepth && fragPosLightPOV.w > 0.0f)
{
return 0.3f;
}
else
return 1.0f;
// return step (fragPosLightPOV.z, );
}
void main()

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@ -315,7 +315,7 @@ namespace SHADE
//camera.perspProjMatrix = SHMatrix::OrthographicLH(9.0f, 9.0f, 0.1f, 20.0f);
camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
//camera.perspProjMatrix = SHMatrix::OrthographicLH(4.0f, 4.0f, 0.1f, 200.0f);
//camera.perspProjMatrix = SHMatrix::OrthographicLH(5.0f, 5.0f, 0.1f, 20.0f);
//camera.projMatrix.Transpose();
camera.dirtyProj = false;

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@ -181,6 +181,8 @@ namespace SHADE
// Create Default Viewport
worldViewport = AddViewport(vk::Viewport(0.0f, 0.0f, static_cast<float>(window->GetWindowSize().first), static_cast<float>(window->GetWindowSize().second), 0.0f, 1.0f));
shadowMapViewport = AddViewport(vk::Viewport(0.0f, 0.0f, static_cast<float>(SHLightingSubSystem::SHADOW_MAP_WIDTH), static_cast<float>(SHLightingSubSystem::SHADOW_MAP_HEIGHT), 0.0f, 1.0f));
std::vector<Handle<SHVkCommandPool>> renderContextCmdPools{ swapchain->GetNumImages() };
for (uint32_t i = 0; i < renderContextCmdPools.size(); ++i)
{
@ -781,7 +783,7 @@ namespace SHADE
auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + resourceName, {resourceName.c_str()}, SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data());
// Add a subpass to render to that shadow map
auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", worldViewport, lightComp->GetRenderer());
auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", shadowMapViewport, lightComp->GetRenderer());
newSubpass->AddDepthOutput(resourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH);
// regenerate the node
@ -793,8 +795,11 @@ namespace SHADE
SHPipelineLibrary tempLibrary{};
Handle<SHRenderGraphNode> rgNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data());
SHRasterizationState rasterState{};
rasterState.cull_mode = vk::CullModeFlagBits::eBack;
tempLibrary.Init(device);
tempLibrary.CreateGraphicsPipelines({ shadowMapVS, {} }, shadowMapNode->GetRenderpass(), newSubpass, SHGraphicsPredefinedData::GetShadowMapViState());
tempLibrary.CreateGraphicsPipelines({ shadowMapVS, {} }, shadowMapNode->GetRenderpass(), newSubpass, SHGraphicsPredefinedData::GetShadowMapViState(), rasterState);
shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, {} });
}
newSubpass->SetCompanionSubpass(companionSubpass, shadowMapPipeline); // set companion subpass and pipeline

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@ -441,6 +441,7 @@ namespace SHADE
#endif
Handle<SHViewport> worldViewport; // Whole screen
Handle<SHViewport> shadowMapViewport;
std::vector<Handle<SHViewport>> viewports; // Additional viewports
// Renderers

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@ -395,7 +395,7 @@ namespace SHADE
switch (lightComp->GetLightData().type)
{
case SH_LIGHT_TYPE::DIRECTIONAL:
return SHMatrix::Transpose(SHMatrix::LookAtLH(lightComp->GetLightData().position, lightComp->GetLightData().direction, SHVec3(0.0f, -1.0f, 0.0f)));
return SHMatrix::Transpose(SHMatrix::LookAtLH(lightComp->GetLightData().position, SHVec3::Normalise (lightComp->GetLightData().direction), SHVec3(0.0f, -1.0f, 0.0f)));
//return SHMatrix::Transpose(SHMatrix::LookAtLH(/*lightComp->GetLightData().position*/SHVec3(1.27862f, 4.78952f, 4.12811f), SHVec3(-0.280564f, -0.66262f, -0.69422f), SHVec3(0.0f, -1.0f, 0.0f)));
case SH_LIGHT_TYPE::POINT:
return {};
@ -518,7 +518,7 @@ namespace SHADE
if (auto renderer = light.GetRenderer())
{
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(5.0f, 5.0f, 0.1f, 20.0f));
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(30.0f, 30.0f, 1.0f, 50.0f));
}
auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);

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@ -7,7 +7,7 @@
namespace SHADE
{
Handle<SHVkPipeline> SHPipelineLibrary::CreateGraphicsPipelines(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHVkRenderpass> renderpass, Handle<SHSubpass> subpass, SHVertexInputState const& viState/* = SHGraphicsPredefinedData::GetDefaultViState()*/) noexcept
Handle<SHVkPipeline> SHPipelineLibrary::CreateGraphicsPipelines(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHVkRenderpass> renderpass, Handle<SHSubpass> subpass, SHVertexInputState const& viState/* = SHGraphicsPredefinedData::GetDefaultViState()*/, SHRasterizationState const& rasterState) noexcept
{
std::vector<Handle<SHVkShaderModule>> modules{};
if (vsFsPair.first)
@ -54,6 +54,8 @@ namespace SHADE
newPipeline->GetPipelineState().SetColorBlenState(colorBlendState);
newPipeline->GetPipelineState().SetRasterizationState(rasterState);
// Actually construct the pipeline
newPipeline->ConstructPipeline();

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@ -34,7 +34,8 @@ namespace SHADE
std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair,
Handle<SHVkRenderpass> renderpass,
Handle<SHSubpass> subpass,
SHVertexInputState const& viState = SHGraphicsPredefinedData::GetDefaultViState()
SHVertexInputState const& viState = SHGraphicsPredefinedData::GetDefaultViState(),
SHRasterizationState const& rasterState = SHRasterizationState{}
) noexcept;
Handle<SHVkPipeline> GetGraphicsPipeline (std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair) noexcept;
bool CheckGraphicsPipelineExistence (std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair) noexcept;