Implemented improved shadows (still abit whack), trajectory system (untested), and window resize event #352
|
@ -8440,6 +8440,11 @@
|
||||||
IsActive: true
|
IsActive: true
|
||||||
NumberOfChildren: 0
|
NumberOfChildren: 0
|
||||||
Components:
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: 0, y: 0, z: 0}
|
||||||
|
Rotate: {x: 0, y: 0, z: 0}
|
||||||
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
|
IsActive: true
|
||||||
Light Component:
|
Light Component:
|
||||||
Position: {x: 0, y: 0, z: 0}
|
Position: {x: 0, y: 0, z: 0}
|
||||||
Type: Directional
|
Type: Directional
|
||||||
|
@ -8469,14 +8474,14 @@
|
||||||
NumberOfChildren: 0
|
NumberOfChildren: 0
|
||||||
Components:
|
Components:
|
||||||
Transform Component:
|
Transform Component:
|
||||||
Translate: {x: 2, y: 1.5, z: -5.5999999}
|
Translate: {x: 0.242245644, y: 1.56757355, z: -6.07086945}
|
||||||
Rotate: {x: -0, y: 0, z: -0}
|
Rotate: {x: -0, y: 0, z: -0}
|
||||||
Scale: {x: 1, y: 1, z: 1}
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
IsActive: true
|
IsActive: true
|
||||||
Light Component:
|
Light Component:
|
||||||
Position: {x: 2, y: 1.5, z: -5.5999999}
|
Position: {x: 2, y: 1.5, z: -5.5999999}
|
||||||
Type: Directional
|
Type: Directional
|
||||||
Direction: {x: -0.245000005, y: 0, z: 0}
|
Direction: {x: 0, y: 0, z: -1}
|
||||||
Color: {x: 0, y: 0, z: 0, w: 1}
|
Color: {x: 0, y: 0, z: 0, w: 1}
|
||||||
Layer: 4294967295
|
Layer: 4294967295
|
||||||
Strength: 1
|
Strength: 1
|
||||||
|
|
|
@ -48,19 +48,34 @@ layout(std430, set = 1, binding = 4) buffer AmbientLightData
|
||||||
AmbientLightStruct aLightData[];
|
AmbientLightStruct aLightData[];
|
||||||
} AmbLightData;
|
} AmbLightData;
|
||||||
|
|
||||||
|
float LinStep (float val, float low, float high)
|
||||||
|
{
|
||||||
|
return clamp ((val - low)/(high - low), 0.0f, 1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV)
|
float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV)
|
||||||
{
|
{
|
||||||
|
// clip space for fragment from light view space
|
||||||
vec4 fragPosLightPOV = lightPV * worldSpaceFragPos;
|
vec4 fragPosLightPOV = lightPV * worldSpaceFragPos;
|
||||||
|
|
||||||
|
// Perform perspective division and convert to 0 to 1 range
|
||||||
vec3 converted = (fragPosLightPOV.xyz / fragPosLightPOV.w) * vec3(0.5f) + vec3(0.5f);
|
vec3 converted = (fragPosLightPOV.xyz / fragPosLightPOV.w) * vec3(0.5f) + vec3(0.5f);
|
||||||
|
|
||||||
float sampledDepth = texture(shadowMap, converted.xy).r;
|
// float sampledDepth = texture(shadowMap, converted.xy).r;
|
||||||
|
// float sampledDepth = texture(shadowMap, converted.xy).z;
|
||||||
|
vec2 moments = texture(shadowMap, converted.xy).xy;
|
||||||
|
|
||||||
if (converted.x < 0.0f || converted.x > 1.0f || converted.y < 0.0f || converted.y > 1.0f)
|
if (converted.x < 0.0f || converted.x > 1.0f || converted.y < 0.0f || converted.y > 1.0f)
|
||||||
return 1.0f;
|
return 1.0f;
|
||||||
|
|
||||||
if (fragPosLightPOV.z > sampledDepth && fragPosLightPOV.w > 0.0f)
|
if (fragPosLightPOV.z > moments.x && fragPosLightPOV.w > 0.0f)
|
||||||
{
|
{
|
||||||
return 0.7f;
|
float p = step (fragPosLightPOV.z, moments.x);
|
||||||
|
float variance = max (moments.y - (moments.x * moments.x), 0.00002f);
|
||||||
|
|
||||||
|
float d = fragPosLightPOV.z - moments.x;
|
||||||
|
float pMax = LinStep (variance / (variance + (d * d)), 0.9f, 1.0f);
|
||||||
|
return min (max (p, pMax), 1.0f);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
return 1.0f;
|
return 1.0f;
|
||||||
|
|
Binary file not shown.
|
@ -3,8 +3,10 @@
|
||||||
#extension GL_ARB_shading_language_420pack : enable
|
#extension GL_ARB_shading_language_420pack : enable
|
||||||
#extension GL_EXT_nonuniform_qualifier : require
|
#extension GL_EXT_nonuniform_qualifier : require
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 shadowMap;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
// shadowMap = vec4 (0.0f, 0.0f, gl_FragCoord.z, 1.0f);
|
||||||
|
shadowMap = vec4 (gl_FragCoord.z, gl_FragCoord.z * gl_FragCoord.z, 0.0f, 1.0f);
|
||||||
}
|
}
|
Binary file not shown.
|
@ -129,6 +129,7 @@ namespace SHADE
|
||||||
|
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
|
||||||
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false);
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false);
|
||||||
|
@ -588,18 +589,18 @@ namespace SHADE
|
||||||
|
|
||||||
static bool shadowAdded = false;
|
static bool shadowAdded = false;
|
||||||
|
|
||||||
if (shadowAdded == false/* && SHInputManager::GetKey(SHInputManager::SH_KEYCODE::B)*/)
|
if (shadowAdded == false && SHInputManager::GetKey(SHInputManager::SH_KEYCODE::B))
|
||||||
{
|
{
|
||||||
shadowAdded = true;
|
shadowAdded = true;
|
||||||
auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
|
auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
|
||||||
if (lightComps.size() > 2)
|
//if (lightComps.size() > 2)
|
||||||
{
|
|
||||||
lightComps[2].SetEnableShadow(true);
|
|
||||||
}
|
|
||||||
//for (auto& comp : lightComps)
|
|
||||||
//{
|
//{
|
||||||
// comp.SetEnableShadow(true);
|
// lightComps[2].SetEnableShadow(true);
|
||||||
//}
|
//}
|
||||||
|
for (auto& comp : lightComps)
|
||||||
|
{
|
||||||
|
comp.SetEnableShadow(true);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
renderGraph->Begin(frameIndex);
|
renderGraph->Begin(frameIndex);
|
||||||
|
@ -779,10 +780,11 @@ namespace SHADE
|
||||||
// we need to wait for the device to finish using the graph first
|
// we need to wait for the device to finish using the graph first
|
||||||
device->WaitIdle();
|
device->WaitIdle();
|
||||||
|
|
||||||
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightEnableShadowEvent>*>(eventPtr.get())->data;
|
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightEnableShadowEvent>*>(eventPtr.get())->data;
|
||||||
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
|
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
|
||||||
std::string resourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
|
std::string depthResourceName = "ShadowMap_Depth " + std::to_string(EVENT_DATA->lightEntity);
|
||||||
Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS);
|
std::string shadowMapResourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
|
||||||
|
Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS);
|
||||||
|
|
||||||
if (EVENT_DATA->generateRenderer)
|
if (EVENT_DATA->generateRenderer)
|
||||||
{
|
{
|
||||||
|
@ -795,14 +797,16 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
|
|
||||||
// Add the shadow map resource to the graph
|
// Add the shadow map resource to the graph
|
||||||
renderGraph->AddResource(resourceName, {SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT}, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eD32Sfloat);
|
renderGraph->AddResource(depthResourceName, {SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH}, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eD32Sfloat);
|
||||||
|
renderGraph->AddResource(shadowMapResourceName, { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT }, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eR32G32B32A32Sfloat);
|
||||||
|
|
||||||
// link resource to node. This means linking the resource and regenerating the node's renderpass and framebuffer.
|
// link resource to node. This means linking the resource and regenerating the node's renderpass and framebuffer.
|
||||||
auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + resourceName, {resourceName.c_str()}, SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data());
|
auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + shadowMapResourceName, {depthResourceName.c_str(), shadowMapResourceName.c_str()}, SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data());
|
||||||
|
|
||||||
// Add a subpass to render to that shadow map
|
// Add a subpass to render to that shadow map
|
||||||
auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", shadowMapViewport, lightComp->GetRenderer());
|
auto newSubpass = shadowMapNode->RuntimeAddSubpass(shadowMapResourceName + " Subpass", shadowMapViewport, lightComp->GetRenderer());
|
||||||
newSubpass->AddDepthOutput(resourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH);
|
newSubpass->AddColorOutput(shadowMapResourceName);
|
||||||
|
newSubpass->AddDepthOutput(depthResourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH);
|
||||||
|
|
||||||
// regenerate the node
|
// regenerate the node
|
||||||
shadowMapNode->RuntimeStandaloneRegenerate();
|
shadowMapNode->RuntimeStandaloneRegenerate();
|
||||||
|
@ -828,7 +832,7 @@ namespace SHADE
|
||||||
newSubpass->SetCompanionSubpass(companionSubpass, shadowMapPipeline); // set companion subpass and pipeline
|
newSubpass->SetCompanionSubpass(companionSubpass, shadowMapPipeline); // set companion subpass and pipeline
|
||||||
|
|
||||||
// add the shadow map to the lighting system
|
// add the shadow map to the lighting system
|
||||||
uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(resourceName), EVENT_DATA->lightEntity);
|
uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(shadowMapResourceName), EVENT_DATA->lightEntity);
|
||||||
|
|
||||||
auto nodeCompute = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data())->GetNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data());
|
auto nodeCompute = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data())->GetNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data());
|
||||||
nodeCompute->ModifyWriteDescImageComputeResource(SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA, lightingSubSystem->GetViewSamplerLayout(NEW_SHADOW_MAP_INDEX), NEW_SHADOW_MAP_INDEX);
|
nodeCompute->ModifyWriteDescImageComputeResource(SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA, lightingSubSystem->GetViewSamplerLayout(NEW_SHADOW_MAP_INDEX), NEW_SHADOW_MAP_INDEX);
|
||||||
|
|
|
@ -395,7 +395,11 @@ namespace SHADE
|
||||||
switch (lightComp->GetLightData().type)
|
switch (lightComp->GetLightData().type)
|
||||||
{
|
{
|
||||||
case SH_LIGHT_TYPE::DIRECTIONAL:
|
case SH_LIGHT_TYPE::DIRECTIONAL:
|
||||||
return SHMatrix::Transpose(SHMatrix::LookAtLH(lightComp->GetLightData().position, SHVec3::Normalise (lightComp->GetLightData().direction), SHVec3(0.0f, -1.0f, 0.0f)));
|
{
|
||||||
|
SHTransformComponent* transform = SHComponentManager::GetComponent<SHTransformComponent>(lightComp->GetEID());
|
||||||
|
|
||||||
|
return SHMatrix::Transpose(SHMatrix::LookAtLH(transform->GetWorldPosition(), SHVec3::Normalise(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)));
|
//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:
|
case SH_LIGHT_TYPE::POINT:
|
||||||
return {};
|
return {};
|
||||||
|
@ -518,7 +522,7 @@ namespace SHADE
|
||||||
if (auto renderer = light.GetRenderer())
|
if (auto renderer = light.GetRenderer())
|
||||||
{
|
{
|
||||||
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
|
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
|
||||||
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(10.0f, 10.0f, 1.0f, 50.0f));
|
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(12.0f, 12.0f, 1.0f, 80.0f));
|
||||||
}
|
}
|
||||||
|
|
||||||
auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
|
auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
|
||||||
|
@ -627,16 +631,16 @@ namespace SHADE
|
||||||
// add to barriers
|
// add to barriers
|
||||||
shadowMapMemoryBarriers.push_back (vk::ImageMemoryBarrier
|
shadowMapMemoryBarriers.push_back (vk::ImageMemoryBarrier
|
||||||
{
|
{
|
||||||
.srcAccessMask = vk::AccessFlagBits::eDepthStencilAttachmentWrite,
|
.srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite | vk::AccessFlagBits::eColorAttachmentRead,
|
||||||
.dstAccessMask = vk::AccessFlagBits::eShaderRead,
|
.dstAccessMask = vk::AccessFlagBits::eShaderRead,
|
||||||
.oldLayout = vk::ImageLayout::eDepthAttachmentOptimal,
|
.oldLayout = vk::ImageLayout::eColorAttachmentOptimal,
|
||||||
.newLayout = vk::ImageLayout::eShaderReadOnlyOptimal,
|
.newLayout = vk::ImageLayout::eShaderReadOnlyOptimal,
|
||||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||||
.image = newShadowMap->GetImage()->GetVkImage(),
|
.image = newShadowMap->GetImage()->GetVkImage(),
|
||||||
.subresourceRange = vk::ImageSubresourceRange
|
.subresourceRange = vk::ImageSubresourceRange
|
||||||
{
|
{
|
||||||
.aspectMask = vk::ImageAspectFlagBits::eDepth,
|
.aspectMask = vk::ImageAspectFlagBits::eColor,
|
||||||
.baseMipLevel = 0,
|
.baseMipLevel = 0,
|
||||||
.levelCount = 1,
|
.levelCount = 1,
|
||||||
.baseArrayLayer = 0,
|
.baseArrayLayer = 0,
|
||||||
|
@ -651,7 +655,7 @@ namespace SHADE
|
||||||
void SHLightingSubSystem::PrepareShadowMapsForRead(Handle<SHVkCommandBuffer> cmdBuffer) noexcept
|
void SHLightingSubSystem::PrepareShadowMapsForRead(Handle<SHVkCommandBuffer> cmdBuffer) noexcept
|
||||||
{
|
{
|
||||||
// Issue barrier to transition shadow maps for reading in compute shader
|
// Issue barrier to transition shadow maps for reading in compute shader
|
||||||
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eEarlyFragmentTests | vk::PipelineStageFlagBits::eLateFragmentTests, vk::PipelineStageFlagBits::eComputeShader, {}, {}, {}, shadowMapMemoryBarriers);
|
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::PipelineStageFlagBits::eComputeShader, {}, {}, {}, shadowMapMemoryBarriers);
|
||||||
}
|
}
|
||||||
|
|
||||||
//void SHLightingSubSystem::HandleResize(Handle<SHRenderGraphNodeCompute> compute) noexcept
|
//void SHLightingSubSystem::HandleResize(Handle<SHRenderGraphNodeCompute> compute) noexcept
|
||||||
|
|
Loading…
Reference in New Issue