Implemented Shadow maps (still needs improvement) #314
|
@ -5,7 +5,7 @@
|
|||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 0.304069757, z: 1.73034382}
|
||||
Rotate: {x: -1.48352981, y: 0, z: 0}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Camera Component:
|
||||
|
@ -26,8 +26,8 @@
|
|||
NumberOfChildren: 1
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 0, z: 0}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Translate: {x: -1.86388135, y: 0.0544953719, z: 0}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
|
@ -56,9 +56,9 @@
|
|||
NumberOfChildren: 0
|
||||
Components:
|
||||
Light Component:
|
||||
Position: {x: 0, y: 0, z: 0}
|
||||
Position: {x: 3, y: 4.5, z: 7}
|
||||
Type: Directional
|
||||
Direction: {x: 0, y: 0, z: 1}
|
||||
Direction: {x: -0.298000008, y: 0.522498012, z: 0.798600018}
|
||||
Color: {x: 1, y: 1, z: 1, w: 1}
|
||||
Layer: 4294967295
|
||||
Strength: 0
|
||||
|
|
|
@ -24,7 +24,8 @@ layout(set = 3, binding = 1, rgba32f) uniform image2D normals;
|
|||
layout(set = 3, binding = 2, rgba8) uniform image2D albedo;
|
||||
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 = 3, binding = 5, rgba8) uniform image2D positionWorldSpace;
|
||||
layout(set = 3, binding = 6, rgba8) uniform image2D targetImage;
|
||||
|
||||
layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global)
|
||||
|
||||
|
@ -47,10 +48,12 @@ layout(std430, set = 1, binding = 4) buffer AmbientLightData
|
|||
AmbientLightStruct aLightData[];
|
||||
} AmbLightData;
|
||||
|
||||
// bool IsInShadow (sampler2D shadowMap, vec2 coords, float depth, mat4 lightVP)
|
||||
// {
|
||||
// // vec4 fragPosLightPOV = lightVP *
|
||||
// }
|
||||
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);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -61,6 +64,9 @@ void main()
|
|||
vec3 pixelDiffuse = imageLoad (albedo, globalThread).rgb;
|
||||
|
||||
// Get position of fragment in world space
|
||||
vec4 positionWorld = vec4 (imageLoad (positionWorldSpace, globalThread).rgb, 1.0f);
|
||||
|
||||
// Get position of fragment in view spacee
|
||||
vec3 positionView = imageLoad (positions, globalThread).rgb;
|
||||
|
||||
// normal of fragment
|
||||
|
@ -100,7 +106,7 @@ void main()
|
|||
if ((DirLightData.dLightData[i].shadowData & uint(1)) == 1)
|
||||
{
|
||||
// calculate shadow map here
|
||||
vec2 texCoord = vec2 (gl_GlobalInvocationID.xy) / vec2 (imageSize (targetImage));
|
||||
fragColor *= CalcShadowValue (shadowMaps[0], positionWorld, DirLightData.dLightData[i].pvMatrix).xxx;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -111,7 +117,11 @@ void main()
|
|||
// store result into result image
|
||||
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));
|
||||
|
||||
// imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), shadowMapColor);
|
||||
//imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(ssaoVal.rrr, 1.0f));
|
||||
// vec2 normTexCoords = vec2 (gl_GlobalInvocationID.xy) / vec2 (1024.0f);
|
||||
// vec4 shadowMapVal = texture(shadowMaps[0], normTexCoords);
|
||||
// if (normTexCoords.x > 1.0f || normTexCoords.y > 1.0f)
|
||||
// shadowMapVal = vec4(0.0f);
|
||||
|
||||
// imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), shadowMapVal.xxxx);
|
||||
|
||||
}
|
Binary file not shown.
|
@ -313,7 +313,9 @@ namespace SHADE
|
|||
camera.orthoProjMatrix(2, 3) = -n / (f-n);
|
||||
camera.orthoProjMatrix(3, 3) = 1.0f;
|
||||
|
||||
//camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
|
||||
//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.projMatrix.Transpose();
|
||||
|
||||
camera.dirtyProj = false;
|
||||
|
|
|
@ -283,6 +283,7 @@ namespace SHADE
|
|||
"Albedo",
|
||||
"Scene",
|
||||
"SSAO Blur",
|
||||
"Position World Space"
|
||||
},
|
||||
{ SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS .data()});
|
||||
|
||||
|
@ -290,7 +291,7 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------*/
|
||||
/* DEFERRED COMPOSITE SUBPASS INIT */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Scene"}, {}, SHLightingSubSystem::MAX_SHADOWS);
|
||||
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Position World Space", "Scene"}, {}, SHLightingSubSystem::MAX_SHADOWS);
|
||||
deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
|
||||
{
|
||||
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
|
||||
|
|
|
@ -395,7 +395,8 @@ namespace SHADE
|
|||
switch (lightComp->GetLightData().type)
|
||||
{
|
||||
case SH_LIGHT_TYPE::DIRECTIONAL:
|
||||
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)));
|
||||
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(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 {};
|
||||
case SH_LIGHT_TYPE::SPOT:
|
||||
|
@ -517,7 +518,7 @@ namespace SHADE
|
|||
if (auto renderer = light.GetRenderer())
|
||||
{
|
||||
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
|
||||
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(9.0f, 9.0f, 0.1f, 20.0f));
|
||||
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(5.0f, 5.0f, 0.1f, 20.0f));
|
||||
}
|
||||
|
||||
auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
|
||||
|
|
|
@ -17,7 +17,7 @@ namespace SHADE
|
|||
|
||||
SHPipelineLayoutParams params
|
||||
{
|
||||
.shaderModules = std::move (modules),
|
||||
.shaderModules = std::move(modules),
|
||||
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING).descSetLayouts
|
||||
};
|
||||
|
||||
|
@ -35,6 +35,7 @@ namespace SHADE
|
|||
auto const& subpassColorReferences = subpass->GetColorAttachmentReferences();
|
||||
colorBlendState.attachments.reserve(subpassColorReferences.size());
|
||||
|
||||
|
||||
for (auto& att : subpassColorReferences)
|
||||
{
|
||||
colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
|
||||
|
|
Loading…
Reference in New Issue