added shadow rendering

This commit is contained in:
j3oss
2021-07-25 01:07:23 +02:00
parent f9018c9878
commit 4e892b3288
5 changed files with 151 additions and 25 deletions
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+121 -12
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@@ -4,13 +4,18 @@
#include "shaders://_builtins/PBR.glsl" #include "shaders://_builtins/PBR.glsl"
struct Light { struct Light {
mat4 tranform; mat4 transform;
vec4 color; vec4 color;
float intensity; float intensity;
}; };
const int MAX_LIGHT_COUNT = 128; const int MAX_LIGHT_COUNT = 128;
#define SHADOW_FACTOR 0.25
layout(set = 1, binding = 1) uniform LightBuffer {
layout(align = 16) Light lights[MAX_LIGHT_COUNT];
} LightsBuffer;
layout( push_constant ) uniform constants layout( push_constant ) uniform constants
{ {
uint lightCount; uint lightCount;
@@ -21,15 +26,96 @@ layout(set = 0, binding = 1) uniform sampler2D normalTexture;
layout(set = 0, binding = 2) uniform sampler2D albedoTexture; layout(set = 0, binding = 2) uniform sampler2D albedoTexture;
layout(set = 0, binding = 3) uniform sampler2D specularTexture; layout(set = 0, binding = 3) uniform sampler2D specularTexture;
layout(set = 1, binding = 1) uniform LightBuffer { layout(set = 0, binding = 4) uniform sampler2D shadowmapTexture;
layout(align = 16) Light lights[MAX_LIGHT_COUNT];
} LightsBuffer;
layout (location = 0) in vec2 inUV; layout (location = 0) in vec2 inUV;
layout(location = 1) in vec3 cameraPos; layout(location = 1) in vec3 cameraPos;
layout(location = 0) out vec4 outColor; layout(location = 0) out vec4 outColor;
mat4 get_orthographicMatrix(float l, float r, float b, float t, float f, float n)
{
mat4 M = mat4(0);
// set OpenGL perspective projection matrix
M[0][0] = 2 / (r - l);
M[0][1] = 0;
M[0][2] = 0;
M[0][3] = 0;
M[1][0] = 0;
M[1][1] = -2 / (t - b);
M[1][2] = 0;
M[1][3] = 0;
M[2][0] = 0;
M[2][1] = 0;
M[2][2] = -2 / (f - n);
M[2][3] = 0;
M[0][3] = -(r + l) / (r - l);
M[1][3] = -(t + b) / (t - b);
M[2][3] = -(f + n) / (f - n);
M[3][3] = 1;
return M;
}
float textureProj(vec4 P, float bias, vec2 offset)
{
float shadow = 1.0;
vec4 shadowCoord = P / P.w;
shadowCoord.st = shadowCoord.st * 0.5 + 0.5;
if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0)
{
float dist = texture(shadowmapTexture, shadowCoord.st + offset).r;
if (shadowCoord.w > 0.0 && dist < shadowCoord.z - bias)
{
shadow = SHADOW_FACTOR;
}
}
return shadow;
}
float filterPCF(vec4 sc, float bias)
{
ivec2 texDim = textureSize(shadowmapTexture, 0).xy;
float scale = 1.5;
float dx = scale * 1.0 / float(texDim.x);
float dy = scale * 1.0 / float(texDim.y);
float shadowFactor = 0.0;
int count = 0;
int range = 1;
for (int x = -range; x <= range; x++)
{
for (int y = -range; y <= range; y++)
{
shadowFactor += textureProj(sc, bias, vec2(dx*x, dy*y));
count++;
}
}
return shadowFactor / count;
}
vec4 shadow(vec3 fragcolor, float bias, vec3 fragpos)
{
mat4 projectionMatrix = get_orthographicMatrix(-1, 1, -1, 1, 100, 0.1);
mat4 viewMatrix = inverse( LightsBuffer.lights[0].transform);
vec4 shadowClip = projectionMatrix * viewMatrix * vec4(fragpos, 1.0);
float shadowFactor;
shadowFactor= filterPCF(shadowClip, bias);
fragcolor *= shadowFactor;
return vec4(fragcolor, 1.0);
}
void main() void main()
{ {
vec4 gposition = texture(positionTexture, inUV); vec4 gposition = texture(positionTexture, inUV);
@@ -37,6 +123,8 @@ void main()
vec4 galbedo = texture(albedoTexture, inUV); vec4 galbedo = texture(albedoTexture, inUV);
vec4 gspec = texture(specularTexture, inUV); vec4 gspec = texture(specularTexture, inUV);
vec4 shadowmap = texture(shadowmapTexture, inUV);
vec3 position = gposition.xyz; vec3 position = gposition.xyz;
vec3 normal = gnormal.xyz; vec3 normal = gnormal.xyz;
vec3 albedo = galbedo.xyz; vec3 albedo = galbedo.xyz;
@@ -53,13 +141,37 @@ void main()
vec3 F = fresnelSchlickRoughness(max(dot(normal, V), 0.0), F0, roughnessFactor); vec3 F = fresnelSchlickRoughness(max(dot(normal, V), 0.0), F0, roughnessFactor);
vec3 Lo = vec3(0); vec3 Lo = vec3(0);
for(int i = 0; i < PushConstants.lightCount; ++i)
{
Light directional_light = LightsBuffer.lights[0];
vec3 L = vec3(directional_light.transform[2]);
vec3 H = normalize(V + L);
vec3 radiance = directional_light.color.xyz * directional_light.intensity;
float NDF = DistributionGGX(normal, H, roughnessFactor);
float G = GeometrySmith(normal, V, L, roughnessFactor);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, L), 0.0);
vec3 specular = numerator / max(denominator, 0.001);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallicFactor;
float NdotL = max(dot(normal, L), 0.0);
Lo += clamp((kD * albedo / PI + specular) * radiance * NdotL, vec3(0), vec3(1));
}
for(int i = 1; i < PushConstants.lightCount; ++i)
{ {
Light l = LightsBuffer.lights[i]; Light l = LightsBuffer.lights[i];
vec3 L = normalize(l.tranform[3].xyz - position); vec3 L = normalize(l.transform[3].xyz - position);
vec3 H = normalize(V + L); vec3 H = normalize(V + L);
float distance = length(l.tranform[3].xyz - position); float distance = length(l.transform[3].xyz - position);
float attenuation = 1.0 / (distance * distance); float attenuation = 1.0 / (distance * distance);
vec3 radiance = l.color.xyz * attenuation * l.intensity; vec3 radiance = l.color.xyz * attenuation * l.intensity;
@@ -82,11 +194,8 @@ void main()
vec3 ambient = vec3(0.2) * albedo; vec3 ambient = vec3(0.2) * albedo;
vec3 color = ambient + Lo; vec3 color = ambient + Lo;
color += spec * specFactor; color += spec * specFactor;
// color = color / (color + vec3(1.0)); float bias = 0.0000005;
outColor = shadow(color, bias, position);
outColor = vec4(color, 1.0);
// outColor = vec4(spec * specFactor, 1.0);
} }
-5
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@@ -1,10 +1,5 @@
#version 450 #version 450
layout( push_constant ) uniform constants
{
uint lightCount;
} PushConstants;
layout(set = 1, binding = 0) uniform CameraParam { layout(set = 1, binding = 0) uniform CameraParam {
mat4 projection; mat4 projection;
mat4 view; mat4 view;
+30 -8
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@@ -10,7 +10,7 @@ struct Vertex {
}; };
struct Light { struct Light {
mat4 tranform; mat4 transform;
vec4 color; vec4 color;
float intensity; float intensity;
}; };
@@ -36,19 +36,41 @@ layout(set = 1, binding = 0) uniform LightBuffer {
layout(align = 16) Light lights[MAX_LIGHT_COUNT]; layout(align = 16) Light lights[MAX_LIGHT_COUNT];
} LightsBuffer; } LightsBuffer;
float near = 10; mat4 get_orthographicMatrix(float l, float r, float b, float t, float f, float n)
float far = 0.1; {
mat4 M = mat4(0);
// set OpenGL perspective projection matrix
M[0][0] = 2 / (r - l);
M[0][1] = 0;
M[0][2] = 0;
M[0][3] = 0;
M[1][0] = 0;
M[1][1] = -2 / (t - b);
M[1][2] = 0;
M[1][3] = 0;
M[2][0] = 0;
M[2][1] = 0;
M[2][2] = -2 / (f - n);
M[2][3] = 0;
M[0][3] = -(r + l) / (r - l);
M[1][3] = -(t + b) / (t - b);
M[2][3] = -(f + n) / (f - n);
M[3][3] = 1;
return M;
}
void main() void main()
{ {
uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex]; uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex];
Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ]; Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ];
mat4 lightView = transpose(inverse( LightsBuffer.lights[0].tranform)); mat4 lightView = inverse( LightsBuffer.lights[0].transform);
mat4 lightProjection = mat4(1.0); mat4 lightProjection = get_orthographicMatrix(-1, 1, -1, 1, 100, 0.1);
lightProjection[3][2] = -(far+near)/(far-near);
lightProjection[2][2] = -2/(far-near);
mat4 lightSpaceMatrix = lightProjection * lightView; mat4 lightSpaceMatrix = lightProjection * lightView;
gl_Position = lightSpaceMatrix * PushConstants.transform * vec4(vertex.position.xyz, 1.0); gl_Position = lightSpaceMatrix * PushConstants.transform * vec4(vertex.position.xyz, 1.0);