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: 87285316
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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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@ -8440,10 +8440,15 @@
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 2.05652523, y: 1.65113854, z: -6.62914371}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Light Component:
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Position: {x: 0, y: 0, z: 0}
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Position: {x: 0, y: 1.5, z: -6.71799994}
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Type: Directional
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Direction: {x: 15, y: 90, z: 15}
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Direction: {x: 0, y: 0, z: -1.11899996}
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Color: {x: 1, y: 1, z: 1, w: 1}
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Layer: 4294967295
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Strength: 1
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@ -52,7 +52,19 @@ float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV
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{
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vec4 fragPosLightPOV = lightPV * worldSpaceFragPos;
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vec3 converted = (fragPosLightPOV.xyz / fragPosLightPOV.w) * vec3(0.5f) + vec3(0.5f);
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return step (fragPosLightPOV.z, texture(shadowMap, converted.xy).r);
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float sampledDepth = texture(shadowMap, converted.xy).r;
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if (converted.x < 0.0f || converted.x > 1.0f || converted.y < 0.0f || converted.y > 1.0f)
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return 1.0f;
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if (fragPosLightPOV.z > sampledDepth && fragPosLightPOV.w > 0.0f)
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{
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return 0.3f;
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}
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else
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return 1.0f;
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// return step (fragPosLightPOV.z, );
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}
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void main()
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Binary file not shown.
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@ -315,7 +315,7 @@ namespace SHADE
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//camera.perspProjMatrix = SHMatrix::OrthographicLH(9.0f, 9.0f, 0.1f, 20.0f);
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camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
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//camera.perspProjMatrix = SHMatrix::OrthographicLH(4.0f, 4.0f, 0.1f, 200.0f);
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//camera.perspProjMatrix = SHMatrix::OrthographicLH(5.0f, 5.0f, 0.1f, 20.0f);
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//camera.projMatrix.Transpose();
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camera.dirtyProj = false;
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@ -181,6 +181,8 @@ namespace SHADE
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// Create Default Viewport
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worldViewport = AddViewport(vk::Viewport(0.0f, 0.0f, static_cast<float>(window->GetWindowSize().first), static_cast<float>(window->GetWindowSize().second), 0.0f, 1.0f));
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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));
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std::vector<Handle<SHVkCommandPool>> renderContextCmdPools{ swapchain->GetNumImages() };
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for (uint32_t i = 0; i < renderContextCmdPools.size(); ++i)
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{
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@ -781,7 +783,7 @@ namespace SHADE
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auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + resourceName, {resourceName.c_str()}, SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data());
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// Add a subpass to render to that shadow map
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auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", worldViewport, lightComp->GetRenderer());
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auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", shadowMapViewport, lightComp->GetRenderer());
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newSubpass->AddDepthOutput(resourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH);
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// regenerate the node
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@ -793,8 +795,11 @@ namespace SHADE
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SHPipelineLibrary tempLibrary{};
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Handle<SHRenderGraphNode> rgNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data());
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SHRasterizationState rasterState{};
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rasterState.cull_mode = vk::CullModeFlagBits::eBack;
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tempLibrary.Init(device);
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tempLibrary.CreateGraphicsPipelines({ shadowMapVS, {} }, shadowMapNode->GetRenderpass(), newSubpass, SHGraphicsPredefinedData::GetShadowMapViState());
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tempLibrary.CreateGraphicsPipelines({ shadowMapVS, {} }, shadowMapNode->GetRenderpass(), newSubpass, SHGraphicsPredefinedData::GetShadowMapViState(), rasterState);
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shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, {} });
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}
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newSubpass->SetCompanionSubpass(companionSubpass, shadowMapPipeline); // set companion subpass and pipeline
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@ -441,6 +441,7 @@ namespace SHADE
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#endif
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Handle<SHViewport> worldViewport; // Whole screen
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Handle<SHViewport> shadowMapViewport;
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std::vector<Handle<SHViewport>> viewports; // Additional viewports
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// Renderers
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@ -395,7 +395,7 @@ namespace SHADE
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switch (lightComp->GetLightData().type)
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{
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case SH_LIGHT_TYPE::DIRECTIONAL:
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return SHMatrix::Transpose(SHMatrix::LookAtLH(lightComp->GetLightData().position, lightComp->GetLightData().direction, SHVec3(0.0f, -1.0f, 0.0f)));
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return SHMatrix::Transpose(SHMatrix::LookAtLH(lightComp->GetLightData().position, SHVec3::Normalise (lightComp->GetLightData().direction), SHVec3(0.0f, -1.0f, 0.0f)));
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//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)));
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case SH_LIGHT_TYPE::POINT:
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return {};
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@ -518,7 +518,7 @@ namespace SHADE
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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(5.0f, 5.0f, 0.1f, 20.0f));
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renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(30.0f, 30.0f, 1.0f, 50.0f));
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}
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auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
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@ -7,7 +7,7 @@
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namespace SHADE
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{
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Handle<SHVkPipeline> SHPipelineLibrary::CreateGraphicsPipelines(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHVkRenderpass> renderpass, Handle<SHSubpass> subpass, SHVertexInputState const& viState/* = SHGraphicsPredefinedData::GetDefaultViState()*/) noexcept
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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
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{
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std::vector<Handle<SHVkShaderModule>> modules{};
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if (vsFsPair.first)
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@ -53,6 +53,8 @@ namespace SHADE
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}
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newPipeline->GetPipelineState().SetColorBlenState(colorBlendState);
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newPipeline->GetPipelineState().SetRasterizationState(rasterState);
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// Actually construct the pipeline
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newPipeline->ConstructPipeline();
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@ -34,7 +34,8 @@ namespace SHADE
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std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair,
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Handle<SHVkRenderpass> renderpass,
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Handle<SHSubpass> subpass,
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SHVertexInputState const& viState = SHGraphicsPredefinedData::GetDefaultViState()
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SHVertexInputState const& viState = SHGraphicsPredefinedData::GetDefaultViState(),
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SHRasterizationState const& rasterState = SHRasterizationState{}
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) noexcept;
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Handle<SHVkPipeline> GetGraphicsPipeline (std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair) noexcept;
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bool CheckGraphicsPipelineExistence (std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair) noexcept;
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Reference in New Issue