Implemented Shadow maps (still needs improvement) #314
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@ -1,4 +1,4 @@
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Start in Fullscreen: false
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Starting Scene ID: 97158628
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Starting Scene ID: 86098106
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Window Size: {x: 1920, y: 1080}
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Window Title: SHADE Engine
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@ -6,6 +6,7 @@ struct DirectionalLightStruct
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uint isActive;
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uint cullingMask;
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vec4 diffuseColor;
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mat4 pvMatrix;
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};
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struct AmbientLightStruct
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@ -24,6 +25,8 @@ layout(set = 3, binding = 3, r32ui) uniform uimage2D lightLayerData;
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layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
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layout(set = 3, binding = 5, rgba8) uniform image2D targetImage;
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layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global)
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layout(set = 1, binding = 0) uniform LightCounts
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{
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uint directionalLights;
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Binary file not shown.
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@ -158,7 +158,7 @@ namespace SHADE
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.Type = vk::DescriptorType::eCombinedImageSampler,
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.Stage = vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment | vk::ShaderStageFlagBits::eCompute,
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.BindPoint = SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA,
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.DescriptorCount = 200, // we can have up to 2000 textures for now
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.DescriptorCount = 200, // we can have up to 200 textures for now
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.flags = vk::DescriptorBindingFlagBits::eVariableDescriptorCount,
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};
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@ -13,7 +13,7 @@ namespace SHADE
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CAMERA,
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MATERIALS,
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FONT,
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RENDER_GRAPH_RESOURCE,
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RENDER_GRAPH_NODE_COMPUTE_RESOURCE,
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RENDER_GRAPH_RESOURCE,
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};
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}
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@ -127,7 +127,10 @@ namespace SHADE
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SHFreetypeInstance::Init();
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SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_VS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false);
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// Load Built In Shaders
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static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
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@ -288,7 +291,7 @@ namespace SHADE
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/*-----------------------------------------------------------------------*/
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/* DEFERRED COMPOSITE SUBPASS INIT */
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/*-----------------------------------------------------------------------*/
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auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute("Deferred Composite", deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Scene" });
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auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute("Deferred Composite", deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Scene" }, {}/*SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::SHADOW)[0]*/);
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deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
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{
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lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
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@ -122,4 +122,9 @@ namespace SHADE
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return cameraDirector;
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}
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SHShaderCameraData SHRenderer::GetCPUCameraData(void) const noexcept
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{
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return cpuCameraData;
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}
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}
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@ -93,6 +93,7 @@ namespace SHADE
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/* Setters and Getters */
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/*-----------------------------------------------------------------------------*/
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Handle<SHCameraDirector> GetCameraDirector (void) const noexcept;
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SHShaderCameraData GetCPUCameraData (void) const noexcept;
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private:
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/*-----------------------------------------------------------------------------*/
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@ -56,6 +56,11 @@ namespace SHADE
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//lightPtr->direction = lightData.direction;
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lightPtr->diffuseColor = lightData.color;
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lightPtr->active = lightComp->isActive;
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// write view projection matrix if renderer is available
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auto lightRenderer = lightComp->GetRenderer();
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if (lightRenderer)
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lightPtr->pvMatrix = lightRenderer->GetCPUCameraData().viewProjectionMatrix;
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break;
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}
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case SH_LIGHT_TYPE::POINT:
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@ -499,6 +504,12 @@ namespace SHADE
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for (auto& light : lightComps)
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{
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if (auto renderer = light.GetRenderer())
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{
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//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
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renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(12.0f, 12.0f, 0.1f, 20.0f));
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}
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auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
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// First we want to make sure the light is already bound to the system. if it
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@ -520,14 +531,6 @@ namespace SHADE
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// Light is now updated in the container
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//light.ClearDirtyFlag();
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}
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if (auto renderer = light.GetRenderer())
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{
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//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
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renderer->UpdateDataManual (frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(12.0f, 12.0f, 0.1f, 20.0f));
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}
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}
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// Write data to GPU
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@ -3,12 +3,14 @@
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#include "Resource/SHHandle.h"
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#include "Math/Vector/SHVec3.h"
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#include "Math/Vector/SHVec4.h"
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#include "Math/SHMatrix.h"
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#include "SHLightData.h"
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#include <array>
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#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
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#include "Graphics/RenderGraph/SHRenderGraphResource.h"
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#include "ECS_Base/SHECSMacros.h"
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namespace SHADE
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{
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class SHVkLogicalDevice;
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@ -39,6 +41,9 @@ namespace SHADE
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//! Diffuse color emitted by the light
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alignas (16) SHVec4 diffuseColor;
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//! Matrix for world to projection from light's perspective
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SHMatrix pvMatrix;
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};
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// 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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@ -208,8 +208,10 @@ namespace SHADE
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newBinding.flags = vk::DescriptorBindingFlagBits::eVariableDescriptorCount;
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}
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else
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{
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SHLOG_ERROR("Variable size binding is detected, but the binding is not the last binding of the set and is therefore invalid. ");
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}
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}
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setsWithBindings[CURRENT_SET].emplace_back(newBinding);
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}
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Reference in New Issue