Started working towards supporting all the splits

This commit is contained in:
antopilo
2025-01-12 00:02:56 -05:00
parent 890b1c44b2
commit e203ac5bd8
10 changed files with 106 additions and 25 deletions

View File

@@ -123,7 +123,7 @@ void VkSceneRenderer::BeginScene(RenderContext inContext)
{
auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
for (int i = 0; i < light.m_LightViews.size(); i++)
for (int i = 0; i < CSM_AMOUNT; i++)
{
LightView& view = light.m_LightViews[i];
CameraView viewData{};
@@ -132,8 +132,8 @@ void VkSceneRenderer::BeginScene(RenderContext inContext)
viewData.InverseView = glm::inverse(view.View);
viewData.InverseProjection = glm::inverse(view.Proj);
viewData.Position = transform.GetGlobalTransform()[3];
viewData.Near = 25.0;
viewData.Far = -25.0;
viewData.Near = 0;
viewData.Far = 0;
GPUResources::Get().AddCamera(view.CameraID, viewData);
}
}
@@ -850,8 +850,11 @@ void VkSceneRenderer::BuildMatrixBuffer()
light.type = lightComp.Type;
light.color = Vector4(lightComp.Color * lightComp.Strength, 1.0);
light.castShadow = lightComp.CastShadows;
light.transformId = GPUResources::Get().GetBindlessCameraID(lightComp.m_LightViews[0].CameraID);
light.shadowMapTextureId = GPUResources::Get().GetBindlessTextureID(lightComp.LightMapID);
for (int i = 0; i < CSM_AMOUNT; i++)
{
light.transformId[i] = GPUResources::Get().GetBindlessCameraID(lightComp.m_LightViews[i].CameraID);
light.shadowMapTextureId[i] = GPUResources::Get().GetBindlessTextureID(lightComp.LightMapID);
}
allLights[currentIndex] = light;
@@ -862,6 +865,12 @@ void VkSceneRenderer::BuildMatrixBuffer()
MaterialDataContainer = MaterialData{ allMaterials };
LightDataContainerArray = LightDataContainer{ allLights };
shadingPushConstant.LightCount = currentIndex;
// Copy CSM split depths
for (int i = 0; i < CSM_AMOUNT; i++)
{
shadingPushConstant.CascadeSplits[i] = LightComponent::mCascadeSplitDepth[i];
}
}
void VkSceneRenderer::UpdateTransformBuffer()

View File

@@ -34,6 +34,7 @@ namespace Nuake
int MaterialTextureID;
int LightCount;
int CameraID;
float CascadeSplits[4];
};
struct ModelData
@@ -75,8 +76,9 @@ namespace Nuake
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId;
int transformId;
int shadowMapTextureId[4];
int transformId[4];
float pad[2];
};
struct LightDataContainer

View File

@@ -9,6 +9,7 @@
namespace Nuake
{
float LightComponent::mCascadeSplitDepth[CSM_AMOUNT];
LightComponent::LightComponent() :
Color(1, 1, 1),
Strength(10.0f),

View File

@@ -47,7 +47,7 @@ namespace Nuake
Ref<FrameBuffer> m_Framebuffers[CSM_AMOUNT];
Matrix4 mViewProjections[CSM_AMOUNT];
std::vector<LightView> m_LightViews;
float mCascadeSplitDepth[CSM_AMOUNT];
static float mCascadeSplitDepth[CSM_AMOUNT];
float mCascadeSplits[CSM_AMOUNT];
public:
@@ -223,7 +223,7 @@ namespace Nuake
bool Deserialize(const json& j)
{
if (j.contains("Type"))
Type = (LightType)j["Type"];
Type = static_cast<LightType>(j["Type"]);
if (j.contains("IsVolumetric"))
IsVolumetric = j["IsVolumetric"];
if (j.contains("Color"))

View File

@@ -39,14 +39,13 @@ struct Light
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId;
int transformId;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 6)]]
StructuredBuffer<Light> lights;
struct CameraView {
float4x4 View;
float4x4 Projection;
@@ -77,11 +76,80 @@ struct ShadingPushConstant
int MaterialInputTextureId;
int LightCount;
int CameraID;
float cascadeDepth[4];
};
[[vk::push_constant]]
ShadingPushConstant pushConstants;
static const float2 poissonDisk64[64] =
{
float2 ( 0.1187053, 0.7951565),
float2 ( 0.1173675, 0.6087878),
float2 (-0.09958518, 0.7248842),
float2 ( 0.4259812, 0.6152718),
float2 ( 0.3723574, 0.8892787),
float2 (-0.02289676, 0.9972908),
float2 (-0.08234791, 0.5048386),
float2 ( 0.1821235, 0.9673787),
float2 (-0.2137264, 0.9011746),
float2 ( 0.3115066, 0.4205415),
float2 ( 0.1216329, 0.383266),
float2 ( 0.5948939, 0.7594361),
float2 ( 0.7576465, 0.5336417),
float2 (-0.521125, 0.7599803),
float2 (-0.2923127, 0.6545699),
float2 ( 0.6782473, 0.22385),
float2 (-0.3077152, 0.4697627),
float2 ( 0.4484913, 0.2619455),
float2 (-0.5308799, 0.4998215),
float2 (-0.7379634, 0.5304936),
float2 ( 0.02613133, 0.1764302),
float2 (-0.1461073, 0.3047384),
float2 (-0.8451027, 0.3249073),
float2 (-0.4507707, 0.2101997),
float2 (-0.6137282, 0.3283674),
float2 (-0.2385868, 0.08716244),
float2 ( 0.3386548, 0.01528411),
float2 (-0.04230833, -0.1494652),
float2 ( 0.167115, -0.1098648),
float2 (-0.525606, 0.01572019),
float2 (-0.7966855, 0.1318727),
float2 ( 0.5704287, 0.4778273),
float2 (-0.9516637, 0.002725032),
float2 (-0.7068223, -0.1572321),
float2 ( 0.2173306, -0.3494083),
float2 ( 0.06100426, -0.4492816),
float2 ( 0.2333982, 0.2247189),
float2 ( 0.07270987, -0.6396734),
float2 ( 0.4670808, -0.2324669),
float2 ( 0.3729528, -0.512625),
float2 ( 0.5675077, -0.4054544),
float2 (-0.3691984, -0.128435),
float2 ( 0.8752473, 0.2256988),
float2 (-0.2680127, -0.4684393),
float2 (-0.1177551, -0.7205751),
float2 (-0.1270121, -0.3105424),
float2 ( 0.5595394, -0.06309237),
float2 (-0.9299136, -0.1870008),
float2 ( 0.974674, 0.03677348),
float2 ( 0.7726735, -0.06944724),
float2 (-0.4995361, -0.3663749),
float2 ( 0.6474168, -0.2315787),
float2 ( 0.1911449, -0.8858921),
float2 ( 0.3671001, -0.7970535),
float2 (-0.6970353, -0.4449432),
float2 (-0.417599, -0.7189326),
float2 (-0.5584748, -0.6026504),
float2 (-0.02624448, -0.9141423),
float2 ( 0.565636, -0.6585149),
float2 (-0.874976, -0.3997879),
float2 ( 0.9177843, -0.2110524),
float2 ( 0.8156927, -0.3969557),
float2 (-0.2833054, -0.8395444),
float2 ( 0.799141, -0.5886372)
};
float3 WorldPosFromDepth(float depth, float2 uv, float4x4 invProj, float4x4 invView)
{
float z = depth;
@@ -159,8 +227,8 @@ float ShadowCalculation(Light light, float3 fragPos, float3 normal)
CameraView camView = cameras[pushConstants.CameraID];
float depth = length(fragPos - camView.Position);
CameraView lightView = cameras[light.transformId];
int shadowMap = light.shadowMapTextureId;
CameraView lightView = cameras[light.transformId[0]];
int shadowMap = light.shadowMapTextureId[0];
float4 fragLightSpace = mul(lightView.Projection, mul(lightView.View, float4(fragPos, 1.0)));
float3 projCoords = fragLightSpace.xyz / fragLightSpace.w;
projCoords.xy = projCoords.xy * 0.5 + 0.5;
@@ -172,7 +240,7 @@ float ShadowCalculation(Light light, float3 fragPos, float3 normal)
//projCoords.y = 1.0 - projCoords.y;
float currentDepth = projCoords.z;
float bias = max(0.005 * (1.0 - dot(normal, light.direction)), 0.0005);
float shadowMapDepth = textures[light.shadowMapTextureId].Sample(mySampler, projCoords.xy).r;
float shadowMapDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler, projCoords.xy).r;
return (currentDepth > shadowMapDepth);//> 0.0 ? 1.0 : 0.0;
}

View File

@@ -38,8 +38,8 @@ struct Light
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId;
int transformId;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 6)]]
@@ -67,6 +67,7 @@ struct ShadingPushConstant
int MaterialInputTextureId;
int LightCount;
int CameraID;
float cascadeDepth[4];
};
[[vk::push_constant]]

View File

@@ -45,8 +45,8 @@ struct Light
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId;
int transformId;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 6)]]

View File

@@ -45,8 +45,8 @@ struct Light
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId;
int transformId;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 6)]]

View File

@@ -45,8 +45,8 @@ struct Light
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId;
int transformId;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 6)]]

View File

@@ -45,8 +45,8 @@ struct Light
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId;
int transformId;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 6)]]