Implemented Shadow maps (still needs improvement) #314

Merged
Xenosas1337 merged 22 commits from SP3-1-Rendering into main 2023-01-16 15:40:30 +08:00
7 changed files with 25 additions and 9 deletions
Showing only changes of commit cb9223db0b - Show all commits

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@ -7,6 +7,7 @@ struct DirectionalLightStruct
uint cullingMask;
vec4 diffuseColor;
mat4 pvMatrix;
uint shadowData;
};
struct AmbientLightStruct
@ -65,6 +66,8 @@ void main()
vec3 fragColor = vec3 (0.0f);
vec4 shadowMapColor = vec4 (1.0f);
for (int i = 0; i < lightCounts.directionalLights; ++i)
{
if ((lightLayer & DirLightData.dLightData[i].cullingMask) != 0)
@ -77,6 +80,13 @@ void main()
// Calculate the fragment color
fragColor += DirLightData.dLightData[i].diffuseColor.rgb * diffuseStrength.rrr * pixelDiffuse;
if ((DirLightData.dLightData[i].shadowData & uint(1)) == 1)
{
// calculate shadow map here
vec2 texCoord = vec2 (gl_GlobalInvocationID.xy) / vec2 (imageSize (targetImage));
shadowMapColor = texture (shadowMaps[0], texCoord).xxxx;
}
}
}
@ -95,6 +105,8 @@ 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));
}

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@ -198,6 +198,7 @@ namespace SHADE
vk::PhysicalDeviceDescriptorIndexingFeatures descIndexingFeature{};
descIndexingFeature.descriptorBindingVariableDescriptorCount = true;
descIndexingFeature.shaderSampledImageArrayNonUniformIndexing = true;
descIndexingFeature.descriptorBindingPartiallyBound = true;
descIndexingFeature.runtimeDescriptorArray = true;
// Prepare to create the device

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@ -265,12 +265,6 @@ namespace SHADE
// Add another pass to blur SSAO
Handle<SHRenderGraphNodeCompute> ssaoBlurPass = gBufferNode->AddNodeCompute("SSAO Blur Step", ssaoBlurShader, { "SSAO", "SSAO Blur" });
/*-----------------------------------------------------------------------*/
/* SHADOW MAP PASS */
/*-----------------------------------------------------------------------*/
// Shadow map pass will have no resources bound at first. Lighting system will add resources to the node.
// It will initially also not have any subpasses since they will be added for each light that casts shadows.
//auto shadowMapPassNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphNodeNames::SHADOW_MAP_PASS.data(), {}, {});
/*-----------------------------------------------------------------------*/
/* DEFERRED COMPOSITE NODE */

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@ -60,7 +60,15 @@ namespace SHADE
// write view projection matrix if renderer is available
auto lightRenderer = lightComp->GetRenderer();
if (lightRenderer)
{
lightPtr->pvMatrix = lightRenderer->GetCPUCameraData().viewProjectionMatrix;
// Boolean to cast shadows in first 8 bits (1 byte)
lightPtr->shadowData = lightData.castShadows;
// Next 24 bits for shadow map index
lightPtr->shadowData |= (lightData.shadowMapIndex << 8);
}
break;
}
case SH_LIGHT_TYPE::POINT:

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@ -44,6 +44,9 @@ namespace SHADE
//! Matrix for world to projection from light's perspective
SHMatrix pvMatrix;
//! Represents boolean for casting shadows in first byte and shadow map index in the other 3.
uint32_t shadowData;
};
// Represents how the data will be interpreted in GPU. we want to copy to a container of these before passing to GPU.
@ -62,8 +65,6 @@ namespace SHADE
//! when a fragment is being evaluated, the shader will use the fragment's
//! layer value to AND with the light's. If result is 1, do lighting calculations.
uint32_t cullingMask;
};
class SH_API SHLightingSubSystem

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@ -205,7 +205,7 @@ namespace SHADE
newBinding.DescriptorCount = SHVkDescriptorSetLayout::Binding::VARIABLE_DESCRIPTOR_UPPER_BOUND;
// Set the flags for variable bindings
newBinding.flags = vk::DescriptorBindingFlagBits::eVariableDescriptorCount;
newBinding.flags = vk::DescriptorBindingFlagBits::eVariableDescriptorCount | vk::DescriptorBindingFlagBits::ePartiallyBound;
}
else
{