Updated shadow implementation #335
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@ -60,7 +60,7 @@ float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV
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if (fragPosLightPOV.z > sampledDepth && fragPosLightPOV.w > 0.0f)
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{
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return 0.0f;
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return 0.7f;
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}
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else
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return 1.0f;
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@ -0,0 +1,10 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_EXT_nonuniform_qualifier : require
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void main()
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{
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}
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@ -0,0 +1,3 @@
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Name: ShadowMap_FS
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ID: 45925790
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Type: 2
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@ -128,6 +128,7 @@ namespace SHADE
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SHFreetypeInstance::Init();
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//SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.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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@ -137,6 +138,7 @@ namespace SHADE
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//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.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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static constexpr AssetID VS_ANIM = 47911992; animtVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_ANIM);
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@ -152,6 +154,7 @@ namespace SHADE
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static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_VS);
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static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS);
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static constexpr AssetID SHADOW_MAP_VS = 44646107; shadowMapVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_VS);
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static constexpr AssetID SHADOW_MAP_FS = 45925790; shadowMapFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_FS);
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}
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@ -583,14 +586,21 @@ namespace SHADE
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#endif
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}
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//if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::B))
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static bool shadowAdded = false;
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if (shadowAdded == false/* && SHInputManager::GetKey(SHInputManager::SH_KEYCODE::B)*/)
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{
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shadowAdded = true;
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auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
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if (lightComps.size() > 2)
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{
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lightComps[2].SetEnableShadow(true);
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}
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//for (auto& comp : lightComps)
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//{
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// auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
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// for (auto& comp : lightComps)
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// {
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// comp.SetEnableShadow(true);
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// }
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//}
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}
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renderGraph->Begin(frameIndex);
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auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
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@ -809,11 +819,11 @@ namespace SHADE
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tempLibrary.Init(device);
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tempLibrary.CreateGraphicsPipelines
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(
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{ shadowMapVS, {} }, shadowMapNode->GetRenderpass(), newSubpass,
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{ shadowMapVS, shadowMapFS }, shadowMapNode->GetRenderpass(), newSubpass,
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SHGraphicsPredefinedData::SystemType::BATCHING,
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SHGraphicsPredefinedData::GetShadowMapViState(), rasterState
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);
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shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, {} });
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shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, shadowMapFS });
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}
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newSubpass->SetCompanionSubpass(companionSubpass, shadowMapPipeline); // set companion subpass and pipeline
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@ -469,6 +469,7 @@ namespace SHADE
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Handle<SHVkShaderModule> renderToSwapchainVS;
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Handle<SHVkShaderModule> renderToSwapchainFS;
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Handle<SHVkShaderModule> shadowMapVS;
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Handle<SHVkShaderModule> shadowMapFS;
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// Fonts
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Handle<SHFont> testFont;
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