mirror of
https://github.com/antopilo/Nuake.git
synced 2026-02-25 14:32:55 +03:00
Added tonemapping pass
This commit is contained in:
@@ -90,7 +90,9 @@ SceneRenderPipeline::SceneRenderPipeline()
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GBufferMaterial = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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GBufferDepth = CreateRef<VulkanImage>(ImageFormat::D32F, defaultSize, ImageUsage::Depth);
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ShadingOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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ShadingOutput = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
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TonemappedOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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// Initialize pipeline
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VkShaderManager& shaderMgr = VkShaderManager::Get();
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@@ -151,7 +153,7 @@ SceneRenderPipeline::SceneRenderPipeline()
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auto& shadingPass = GBufferPipeline.AddPass("Shading");
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shadingPass.SetShaders(shaderMgr.GetShader("shading_vert"), shaderMgr.GetShader("shading_frag"));
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shadingPass.SetPushConstant<ShadingConstant>(shadingConstant);
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shadingPass.AddAttachment("Output", ShadingOutput->GetFormat());
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shadingPass.AddAttachment("ShadingOutput", ShadingOutput->GetFormat());
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shadingPass.SetDepthTest(false);
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shadingPass.AddInput("Albedo");
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shadingPass.AddInput("Normal");
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@@ -175,6 +177,7 @@ SceneRenderPipeline::SceneRenderPipeline()
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shadingConstant.DepthTextureID = res.GetBindlessTextureID(GBufferDepth->GetID());
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shadingConstant.NormalTextureID = res.GetBindlessTextureID(GBufferNormal->GetID());
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shadingConstant.MaterialTextureID = res.GetBindlessTextureID(GBufferMaterial->GetID());
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shadingConstant.AmbientTerm = ctx.scene->GetEnvironment()->AmbientTerm;
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// Camera
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shadingConstant.CameraID = ctx.cameraID;
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@@ -189,7 +192,43 @@ SceneRenderPipeline::SceneRenderPipeline()
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shadingPass.SetRender([&](PassRenderContext& ctx) {
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auto& cmd = ctx.commandBuffer;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(ShadingConstant), &shadingConstant);
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// Draw full screen quad
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auto& quadMesh = VkSceneRenderer::QuadMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(6);
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});
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auto& tonemapPass = GBufferPipeline.AddPass("Tonemap");
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tonemapPass.SetShaders(shaderMgr.GetShader("tonemap_vert"), shaderMgr.GetShader("tonemap_frag"));
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tonemapPass.SetPushConstant<TonemapConstant>(tonemapConstant);
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tonemapPass.AddAttachment("TonemapOutput", TonemappedOutput->GetFormat());
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tonemapPass.SetDepthTest(false);
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tonemapPass.AddInput("ShadingOutput");
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tonemapPass.SetPreRender([&](PassRenderContext& ctx) {
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Cmd& cmd = ctx.commandBuffer;
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auto& layout = ctx.renderPass->PipelineLayout;
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auto& res = GPUResources::Get();
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// Bindless
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cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
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cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
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cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
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cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
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cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
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cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
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// Inputs
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tonemapConstant.Exposure = ctx.scene->GetEnvironment()->Exposure;
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tonemapConstant.SourceTextureID = res.GetBindlessTextureID(ShadingOutput->GetID());
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tonemapConstant.Gamma = ctx.scene->GetEnvironment()->Gamma;
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});
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tonemapPass.SetRender([&](PassRenderContext& ctx)
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{
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auto& cmd = ctx.commandBuffer;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(TonemapConstant), &tonemapConstant);
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// Draw full screen quad
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auto& quadMesh = VkSceneRenderer::QuadMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
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@@ -213,12 +252,13 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
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GBufferNormal = ResizeImage(GBufferNormal, ctx.resolution);
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GBufferMaterial = ResizeImage(GBufferMaterial, ctx.resolution);
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ShadingOutput = ResizeImage(ShadingOutput, ctx.resolution);
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TonemappedOutput = ResizeImage(TonemappedOutput, ctx.resolution);
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PipelineAttachments pipelineInputs
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{
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{ GBufferAlbedo, GBufferDepth, GBufferNormal, GBufferMaterial }, // GBuffer
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{ ShadingOutput } // Shading
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// ... other passes
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{ ShadingOutput }, // Shading
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{ TonemappedOutput }
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};
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GBufferPipeline.Execute(ctx, pipelineInputs);
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@@ -38,6 +38,14 @@ namespace Nuake
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int LightCount;
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int CameraID;
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float CascadeSplits[4];
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float AmbientTerm;
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};
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struct TonemapConstant
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{
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float Exposure;
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float Gamma;
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int SourceTextureID;
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};
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// This class handles all the rendering of the scene
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@@ -55,9 +63,11 @@ namespace Nuake
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// Attachments Shading
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Ref<VulkanImage> ShadingOutput;
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Ref<VulkanImage> TonemappedOutput;
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GBufferConstant gbufferConstant;
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ShadingConstant shadingConstant;
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TonemapConstant tonemapConstant;
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static RenderPipeline GBufferPipeline;
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public:
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@@ -66,7 +76,7 @@ namespace Nuake
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void SetCamera(UUID camera);
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void Render(PassRenderContext& ctx);
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Ref<VulkanImage> GetOutput() { return ShadingOutput; }
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Ref<VulkanImage> GetOutput() { return TonemappedOutput; }
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private:
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Ref<VulkanImage> ResizeImage(Ref<VulkanImage> image, const Vector2& size);
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@@ -32,7 +32,7 @@
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#include <array>
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bool NKUseValidationLayer = false;
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bool NKUseValidationLayer = true;
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using namespace Nuake;
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@@ -63,6 +63,8 @@ void VkSceneRenderer::LoadShaders()
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shaderMgr.AddShader("shading_vert", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/shading.vert"));
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shaderMgr.AddShader("shadow_frag", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/shadow.frag"));
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shaderMgr.AddShader("shadow_vert", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/shadow.vert"));
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shaderMgr.AddShader("tonemap_frag", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/tonemap.frag"));
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shaderMgr.AddShader("tonemap_vert", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/tonemap.vert"));
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}
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void VkSceneRenderer::SetGBufferSize(const Vector2& size)
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@@ -32,10 +32,8 @@ namespace Nuake
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{
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for (int i = 0; i < CSM_AMOUNT; i++)
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{
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m_Framebuffers[i] = CreateRef<FrameBuffer>(false, glm::vec2(4096, 4096));
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auto texture = CreateRef<Texture>(glm::vec2(4096, 4096), GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_FLOAT);
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texture->SetParameter(GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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m_Framebuffers[i]->SetTexture(texture, GL_DEPTH_ATTACHMENT);
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m_ShadowMaps[i] = CreateRef<VulkanImage>(ImageFormat::D32F, Vector2{ 4096, 4096 }, ImageUsage::Depth);
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GPUResources::Get().AddTexture(m_ShadowMaps[i]);
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}
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}
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}
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@@ -43,7 +41,7 @@ namespace Nuake
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{
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for (int i = 0; i < CSM_AMOUNT; i++)
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{
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m_Framebuffers[i] = nullptr;
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// TODO: Delete old shadowmaps
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}
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}
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}
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@@ -2,13 +2,15 @@
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#include "Component.h"
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#include <glm/ext/vector_float3.hpp>
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#include <glm/ext/vector_float2.hpp>
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#include "TransformComponent.h"
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#include "../Rendering/Camera.h"
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#include "src/Rendering/Buffers/Framebuffer.h"
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#include "VisibilityComponent.h"
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#include "../Resource/Serializable.h"
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#include "src/Rendering/Buffers/Framebuffer.h"
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#include "src/Rendering/Vulkan/VulkanImage/VulkanImage.h"
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#include <glm/ext/vector_float3.hpp>
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#include <glm/ext/vector_float2.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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namespace Nuake
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@@ -43,8 +45,7 @@ namespace Nuake
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bool SyncDirectionWithSky = false;
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bool CastShadows = false;
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Ref<FrameBuffer> m_Framebuffers[CSM_AMOUNT];
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Ref<VulkanImage> m_ShadowMaps[CSM_AMOUNT];
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Matrix4 mViewProjections[CSM_AMOUNT];
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std::vector<LightView> m_LightViews;
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static float mCascadeSplitDepth[CSM_AMOUNT];
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@@ -55,7 +56,7 @@ namespace Nuake
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LightComponent();
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~LightComponent() = default;
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UUID LightMapID;
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std::vector<UUID> LightMapIDs = std::vector<UUID>();
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void SetCastShadows(bool toggle);
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Matrix4 GetProjection();
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@@ -63,15 +64,8 @@ namespace Nuake
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void CalculateViewProjection(glm::mat4& view, const glm::mat4& projection)
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{
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Matrix4 normalProj = projection;
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// Convert to normal Z
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//normalProj[2][2] = -normalProj[2][2]; // Restore the sign
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//normalProj[2][3] = -normalProj[2][3]; // Restore the far depth term sign
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//normalProj *= -1.0f;
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glm::mat4 viewProjection = normalProj * view;
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glm::mat4 inverseViewProjection = glm::inverse(viewProjection);
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Matrix4 viewProjection = projection * view;
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Matrix4 inverseViewProjection = glm::inverse(viewProjection);
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// TODO: Automate this
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const float nearClip = 0.01f;
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@@ -79,7 +73,7 @@ namespace Nuake
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const float clipRange = farClip - nearClip;
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const float mCascadeNearPlaneOffset = -100.0f;
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const float mCascadeFarPlaneOffset = 0.0;
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const float mCascadeFarPlaneOffset = 100.0;
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// Calculate the optimal cascade distances
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const float minZ = nearClip;
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@@ -95,16 +89,14 @@ namespace Nuake
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mCascadeSplits[i] = (d - nearClip) / clipRange;
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}
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mCascadeSplits[0] = 0.01f;
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//mCascadeSplits[1] = 0.45f;
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//mCascadeSplits[2] = 1.0f;
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//mCascadeSplits[0] = 0.01f;
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float lastSplitDist = 0.0f;
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// Calculate Orthographic Projection matrix for each cascade
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for (int cascade = 0; cascade < CSM_AMOUNT; cascade++)
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{
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float splitDist = mCascadeSplits[cascade];
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glm::vec4 frustumCorners[8] =
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Vector4 frustumCorners[8] =
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{
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//Near face
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{ 1.0f, -1.0f, 1.0f, 1.0f },
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@@ -122,70 +114,51 @@ namespace Nuake
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// Project frustum corners into world space from clip space
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for (int i = 0; i < 8; i++)
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{
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glm::vec4 invCorner = inverseViewProjection * frustumCorners[i];
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Vector4 invCorner = inverseViewProjection * frustumCorners[i];
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frustumCorners[i] = invCorner / invCorner.w;
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}
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for (int i = 0; i < CSM_AMOUNT; i++)
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{
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glm::vec4 dist = frustumCorners[i + 4] - frustumCorners[i];
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Vector4 dist = frustumCorners[i + 4] - frustumCorners[i];
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frustumCorners[i + 4] = frustumCorners[i] + (dist * splitDist);
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frustumCorners[i] = frustumCorners[i] + (dist * lastSplitDist);
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}
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// Get frustum center
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glm::vec3 frustumCenter = glm::vec3(0.0f);
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Vector3 frustumCenter = Vector3(0.0f);
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for (int i = 0; i < 8; i++)
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frustumCenter += glm::vec3(frustumCorners[i]);
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{
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frustumCenter += Vector3(frustumCorners[i]);
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}
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frustumCenter /= 8.0f;
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// Get the minimum and maximum extents
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float radius = 0.0f;
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for (int i = 0; i < 8; i++)
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{
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float distance = glm::length(glm::vec3(frustumCorners[i]) - frustumCenter);
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float distance = glm::length(Vector3(frustumCorners[i]) - frustumCenter);
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radius = glm::max(radius, distance);
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}
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radius = std::ceil(radius * 16.0f) / 16.0f;
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glm::vec3 maxExtents = glm::vec3(radius);
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glm::vec3 minExtents = -maxExtents;
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Vector3 maxExtents = Vector3(radius);
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Vector3 minExtents = -maxExtents;
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// Calculate the view and projection matrix
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glm::vec3 lightDir = -this->Direction;
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lightDir.y *= -1.0f;
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lightDir.x *= -1.0f;
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lightDir.z *= -1.0f;
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glm::mat4 lightViewMatrix = glm::lookAt(frustumCenter - lightDir * -minExtents.z, frustumCenter, glm::vec3(0.0f, 1.0, 0.0f));
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glm::mat4 lightProjectionMatrix = glm::ortho(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f + mCascadeNearPlaneOffset, maxExtents.z - minExtents.z + mCascadeFarPlaneOffset);
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Vector3 lightDir = this->Direction;
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Matrix4 lightViewMatrix = glm::lookAt(frustumCenter - lightDir * -minExtents.z, frustumCenter, Vector3(0.0f, 1.0, 0.0f));
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Matrix4 lightProjectionMatrix = glm::ortho(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f + mCascadeNearPlaneOffset, maxExtents.z - minExtents.z + mCascadeFarPlaneOffset);
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//lightDir.y *= -1.0f;
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//
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//glm::mat4 lightViewMatrix = glm::lookAt(
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// frustumCenter + lightDir * -minExtents.z,
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// frustumCenter,
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// glm::vec3(0.0f, 1.0f, 0.0f)
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//);
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//glm::mat4 lightProjectionMatrix = glm::ortho(
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// minExtents.x, maxExtents.x,
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// minExtents.y, maxExtents.y, // Y-flip for Vulkan
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// 0.0f + mCascadeNearPlaneOffset,
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// maxExtents.z - minExtents.z + mCascadeFarPlaneOffset
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//);
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//lightProjectionMatrix = glm::ortho(-25.0f, 25.0f, -25.0f, 25.0f, 100.0f, -100.0f);
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// Offset to texel space to avoid shimmering ->(https://stackoverflow.com/questions/33499053/cascaded-shadow-map-shimmering)
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glm::mat4 shadowMatrix = lightProjectionMatrix * lightViewMatrix;
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//const float ShadowMapResolution = 4096;
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//glm::vec4 shadowOrigin = (shadowMatrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)) * ShadowMapResolution / 2.0f;
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//glm::vec4 roundedOrigin = glm::round(shadowOrigin);
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//glm::vec4 roundOffset = roundedOrigin - shadowOrigin;
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//roundOffset = roundOffset * 2.0f / ShadowMapResolution;
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//roundOffset.z = 0.0f;
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//roundOffset.w = 0.0f;
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//lightProjectionMatrix[3] += roundOffset;
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float near_plane = 0.01f, far_plane = 100.0f;
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//glm::mat4 lightProjection = glm::ortho(-25.0f, 25.0f, -25.0f, 25.0f, 25.0f, -25.0f);
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//lightProjectionMatrix[2][2] = -lightProjectionMatrix[2][2]; // Flip the sign
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//lightProjectionMatrix[2][3] = -lightProjectionMatrix[2][3]; // Flip the sign of the far depth term
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Matrix4 shadowMatrix = lightProjectionMatrix * lightViewMatrix;
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const float ShadowMapResolution = 4096;
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Vector4 shadowOrigin = (shadowMatrix * Vector4(0.0f, 0.0f, 0.0f, 1.0f)) * ShadowMapResolution / 2.0f;
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Vector4 roundedOrigin = glm::round(shadowOrigin);
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Vector4 roundOffset = roundedOrigin - shadowOrigin;
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roundOffset = roundOffset * 2.0f / ShadowMapResolution;
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roundOffset.z = 0.0f;
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roundOffset.w = 0.0f;
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lightProjectionMatrix[3] += roundOffset;
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m_LightViews[cascade].View = lightViewMatrix;
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m_LightViews[cascade].Proj = lightProjectionMatrix;
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@@ -194,14 +167,6 @@ namespace Nuake
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mCascadeSplitDepth[cascade] = (nearClip + splitDist * clipRange) * 1.0f;
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mViewProjections[cascade] = shadowMatrix;
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lastSplitDist = mCascadeSplits[cascade];
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// -----------------------Debug only-----------------------
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// RendererDebug::BeginScene(viewProjection);
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// RendererDebug::SubmitCameraFrustum(frustumCorners, glm::mat4(1.0f), GetColor(cascade)); // Draws the divided camera frustums
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// RendererDebug::SubmitLine(glm::vec3(0.0f, 0.0f, 0.0f), frustumCenter, GetColor(cascade)); // Draws the center of the frustum (A line pointing from origin to the center)
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// RendererDebug::EndScene();
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}
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}
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@@ -98,6 +98,7 @@ struct ShadingPushConstant
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int LightCount;
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int CameraID;
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float cascadeDepth[4];
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float AmbientTerm;
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};
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[[vk::push_constant]]
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@@ -340,7 +341,7 @@ PSOutput main(PSInput input)
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float3 kD = 1.0 - kS;
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kD *= 1.0 - metallic;
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float3 ambient = (albedo) * ao * 0.5f;
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float3 ambient = (albedo) * ao * pushConstants.AmbientTerm;
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float3 color = (ambient) + Lo;
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output.oColor0 = float4(color, 1);
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@@ -89,6 +89,7 @@ struct ShadingPushConstant
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int LightCount;
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int CameraID;
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float cascadeDepth[4];
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float AmbientTerm;
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};
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[[vk::push_constant]]
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132
Resources/Shaders/Vulkan/tonemap.frag
Normal file
132
Resources/Shaders/Vulkan/tonemap.frag
Normal file
@@ -0,0 +1,132 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
|
||||
struct Vertex
|
||||
{
|
||||
float3 position;
|
||||
float uv_x;
|
||||
float3 normal;
|
||||
float uv_y;
|
||||
float3 tangent;
|
||||
float3 bitangent;
|
||||
};
|
||||
|
||||
[[vk::binding(0, 1)]]
|
||||
StructuredBuffer<Vertex> vertexBuffer : register(t2);
|
||||
|
||||
// Samplers
|
||||
[[vk::binding(0, 2)]]
|
||||
SamplerState mySampler : register(s0);
|
||||
|
||||
// Materials
|
||||
struct Material
|
||||
{
|
||||
bool hasAlbedo;
|
||||
float3 albedo;
|
||||
bool hasNormal;
|
||||
bool hasMetalness;
|
||||
bool hasRoughness;
|
||||
bool hasAO;
|
||||
float metalnessValue;
|
||||
float roughnessValue;
|
||||
float aoValue;
|
||||
int albedoTextureId;
|
||||
int normalTextureId;
|
||||
int metalnessTextureId;
|
||||
int roughnessTextureId;
|
||||
int aoTextureId;
|
||||
};
|
||||
[[vk::binding(0, 3)]]
|
||||
StructuredBuffer<Material> material;
|
||||
|
||||
// Textures
|
||||
[[vk::binding(0, 4)]]
|
||||
Texture2D textures[];
|
||||
|
||||
// Lights
|
||||
struct Light
|
||||
{
|
||||
float3 position;
|
||||
int type;
|
||||
float4 color;
|
||||
float3 direction;
|
||||
float outerConeAngle;
|
||||
float innerConeAngle;
|
||||
bool castShadow;
|
||||
int shadowMapTextureId[4];
|
||||
int transformId[4];
|
||||
};
|
||||
|
||||
[[vk::binding(0, 5)]]
|
||||
StructuredBuffer<Light> lights;
|
||||
|
||||
// Cameras
|
||||
struct CameraView {
|
||||
float4x4 View;
|
||||
float4x4 Projection;
|
||||
float4x4 ViewProjection;
|
||||
float4x4 InverseView;
|
||||
float4x4 InverseProjection;
|
||||
float3 Position;
|
||||
float Near;
|
||||
float Far;
|
||||
};
|
||||
[[vk::binding(0, 6)]]
|
||||
StructuredBuffer<CameraView> cameras;
|
||||
|
||||
struct PSInput {
|
||||
float4 Position : SV_Position;
|
||||
float2 UV : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PSOutput {
|
||||
float4 oColor0 : SV_TARGET;
|
||||
};
|
||||
|
||||
struct TonemapPushConstant
|
||||
{
|
||||
float Exposure;
|
||||
float Gamma;
|
||||
int SourceTextureID;
|
||||
};
|
||||
|
||||
[[vk::push_constant]]
|
||||
TonemapPushConstant pushConstants;
|
||||
|
||||
float3 PBRNeutralToneMapping(float3 color)
|
||||
{
|
||||
const float startCompression = 0.8 - 0.04;
|
||||
const float desaturation = 0.15;
|
||||
|
||||
float x = min(color.r, min(color.g, color.b));
|
||||
float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
|
||||
color -= offset;
|
||||
|
||||
float peak = max(color.r, max(color.g, color.b));
|
||||
if (peak < startCompression) return color;
|
||||
|
||||
const float d = 1. - startCompression;
|
||||
float newPeak = 1. - d * d / (peak + d - startCompression);
|
||||
color *= newPeak / peak;
|
||||
|
||||
float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
|
||||
return lerp(color, newPeak * float3(1, 1, 1), g);
|
||||
}
|
||||
|
||||
PSOutput main(PSInput input)
|
||||
{
|
||||
PSOutput output;
|
||||
float3 color = textures[pushConstants.SourceTextureID].Sample(mySampler, input.UV).rgb;
|
||||
float3 mapped = float3(1.0, 1.0, 1.0) - exp(-color * pushConstants.Exposure);
|
||||
|
||||
color = pow(mapped, float3(pushConstants.Gamma, pushConstants.Gamma, pushConstants.Gamma));
|
||||
|
||||
output.oColor0 = float4(color, 1);
|
||||
return output;
|
||||
}
|
||||
110
Resources/Shaders/Vulkan/tonemap.vert
Normal file
110
Resources/Shaders/Vulkan/tonemap.vert
Normal file
@@ -0,0 +1,110 @@
|
||||
// Transforms
|
||||
struct ModelData
|
||||
{
|
||||
float4x4 model;
|
||||
};
|
||||
[[vk::binding(0, 0)]]
|
||||
StructuredBuffer<ModelData> model : register(t1);
|
||||
|
||||
// Vertex
|
||||
struct Vertex
|
||||
{
|
||||
float3 position;
|
||||
float uv_x;
|
||||
float3 normal;
|
||||
float uv_y;
|
||||
float3 tangent;
|
||||
float3 bitangent;
|
||||
};
|
||||
|
||||
[[vk::binding(0, 1)]]
|
||||
StructuredBuffer<Vertex> vertexBuffer : register(t2);
|
||||
|
||||
// Samplers
|
||||
[[vk::binding(0, 2)]]
|
||||
SamplerState mySampler : register(s0);
|
||||
|
||||
// Materials
|
||||
struct Material
|
||||
{
|
||||
bool hasAlbedo;
|
||||
float3 albedo;
|
||||
bool hasNormal;
|
||||
bool hasMetalness;
|
||||
bool hasRoughness;
|
||||
bool hasAO;
|
||||
float metalnessValue;
|
||||
float roughnessValue;
|
||||
float aoValue;
|
||||
int albedoTextureId;
|
||||
int normalTextureId;
|
||||
int metalnessTextureId;
|
||||
int roughnessTextureId;
|
||||
int aoTextureId;
|
||||
};
|
||||
[[vk::binding(0, 3)]]
|
||||
StructuredBuffer<Material> material;
|
||||
|
||||
// Textures
|
||||
[[vk::binding(0, 4)]]
|
||||
Texture2D textures[];
|
||||
|
||||
// Lights
|
||||
struct Light
|
||||
{
|
||||
float3 position;
|
||||
int type;
|
||||
float4 color;
|
||||
float3 direction;
|
||||
float outerConeAngle;
|
||||
float innerConeAngle;
|
||||
bool castShadow;
|
||||
int shadowMapTextureId[4];
|
||||
int transformId[4];
|
||||
};
|
||||
|
||||
[[vk::binding(0, 5)]]
|
||||
StructuredBuffer<Light> lights;
|
||||
|
||||
// Cameras
|
||||
struct CameraView {
|
||||
float4x4 View;
|
||||
float4x4 Projection;
|
||||
float4x4 ViewProjection;
|
||||
float4x4 InverseView;
|
||||
float4x4 InverseProjection;
|
||||
float3 Position;
|
||||
float Near;
|
||||
float Far;
|
||||
};
|
||||
[[vk::binding(0, 6)]]
|
||||
StructuredBuffer<CameraView> cameras;
|
||||
|
||||
struct TonemapPushConstant
|
||||
{
|
||||
float Exposure;
|
||||
float Gamma;
|
||||
int SourceTextureID;
|
||||
};
|
||||
|
||||
[[vk::push_constant]]
|
||||
TonemapPushConstant pushConstants;
|
||||
|
||||
// Outputs
|
||||
struct VSOutput {
|
||||
float4 Position : SV_Position;
|
||||
float2 UV : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
// Main vertex shader
|
||||
VSOutput main(uint vertexIndex : SV_VertexID)
|
||||
{
|
||||
VSOutput output;
|
||||
|
||||
Vertex v = vertexBuffer[vertexIndex];
|
||||
output.UV = float2(v.uv_x, v.uv_y);
|
||||
output.Position = float4(v.position, 1.0f);
|
||||
|
||||
return output;
|
||||
}
|
||||
Reference in New Issue
Block a user