render: fix directional light shadows
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@ -183,7 +183,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index[0]];
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let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index[0]];
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let frag_pos_light_space = shadow_u.light_space_matrix * vec4<f32>(in.world_position, 1.0);
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let frag_pos_light_space = shadow_u.light_space_matrix * vec4<f32>(in.world_position, 1.0);
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let shadow = calc_shadow_dir_light(in.world_normal, light_dir, frag_pos_light_space, atlas_dimensions, shadow_u);
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let shadow = calc_shadow_dir_light(in.world_position, in.world_normal, light_dir, light);
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light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
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light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
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} else if (light.light_ty == LIGHT_TY_POINT) {
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} else if (light.light_ty == LIGHT_TY_POINT) {
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let shadow = calc_shadow_point_light(in.world_position, in.world_normal, light_dir, light, atlas_dimensions);
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let shadow = calc_shadow_point_light(in.world_position, in.world_normal, light_dir, light, atlas_dimensions);
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@ -265,7 +265,10 @@ fn get_shadow_settings(shadow_u: LightShadowMapUniform) -> vec2<u32> {
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}
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}
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}
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}
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fn calc_shadow_dir_light(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: vec4<f32>, atlas_dimensions: vec2<i32>, shadow_u: LightShadowMapUniform) -> f32 {
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fn calc_shadow_dir_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_dir: vec3<f32>, light: Light) -> f32 {
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let map_data: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index[0]];
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let frag_pos_light_space = map_data.light_space_matrix * vec4<f32>(world_pos, 1.0);
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var proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
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var proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
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// for some reason the y component is flipped after transforming
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// for some reason the y component is flipped after transforming
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proj_coords.y = -proj_coords.y;
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proj_coords.y = -proj_coords.y;
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@ -278,28 +281,28 @@ fn calc_shadow_dir_light(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light
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let current_depth = proj_coords.z - bias;
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let current_depth = proj_coords.z - bias;
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// get settings
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// get settings
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let settings = get_shadow_settings(shadow_u);
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let settings = get_shadow_settings(map_data);
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let pcf_samples_num = settings.x;
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let pcf_samples_num = settings.x;
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let pcss_blocker_search_samples = settings.y;
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let pcss_blocker_search_samples = settings.y;
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var shadow = 0.0;
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var shadow = 0.0;
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// hardware 2x2 PCF via camparison sampler
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// hardware 2x2 PCF via camparison sampler
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if pcf_samples_num == 2u {
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if pcf_samples_num == 2u {
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let region_coords = to_atlas_frame_coords(shadow_u, xy_remapped);
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let region_coords = to_atlas_frame_coords(map_data, xy_remapped, false);
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shadow = textureSampleCompareLevel(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, region_coords, current_depth);
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shadow = textureSampleCompareLevel(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, region_coords, current_depth);
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}
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}
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// PCSS
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// PCSS
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else if pcf_samples_num > 0u && pcss_blocker_search_samples > 0u {
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else if pcf_samples_num > 0u && pcss_blocker_search_samples > 0u {
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shadow = pcss_dir_light(xy_remapped, current_depth, shadow_u);
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shadow = pcss_dir_light(xy_remapped, current_depth, map_data);
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}
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}
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// only PCF
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// only PCF
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else if pcf_samples_num > 0u {
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else if pcf_samples_num > 0u {
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let texel_size = 1.0 / f32(shadow_u.atlas_frame.width);
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let texel_size = 1.0 / f32(map_data.atlas_frame.width);
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shadow = pcf_dir_light(xy_remapped, current_depth, shadow_u, texel_size);
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shadow = pcf_dir_light(xy_remapped, current_depth, map_data, texel_size);
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}
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}
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// no filtering
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// no filtering
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else {
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else {
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let region_coords = to_atlas_frame_coords(shadow_u, xy_remapped);
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let region_coords = to_atlas_frame_coords(map_data, xy_remapped, false);
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let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, region_coords, 0.0);
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let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, region_coords, 0.0);
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shadow = select(1.0, 0.0, current_depth > closest_depth);
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shadow = select(1.0, 0.0, current_depth > closest_depth);
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}
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}
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@ -323,7 +326,10 @@ fn search_width(light_near: f32, uv_light_size: f32, receiver_depth: f32) -> f32
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}
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}
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/// Convert texture coords to be texture coords of an atlas frame.
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/// Convert texture coords to be texture coords of an atlas frame.
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fn to_atlas_frame_coords(shadow_u: LightShadowMapUniform, coords: vec2<f32>) -> vec2<f32> {
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///
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/// If `safety_offset` is true, the frame will be shrank by a tiny amount to avoid bleeding
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/// into adjacent frames from fiiltering.
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fn to_atlas_frame_coords(shadow_u: LightShadowMapUniform, coords: vec2<f32>, safety_offset: bool) -> vec2<f32> {
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let atlas_dimensions = textureDimensions(t_shadow_maps_atlas);
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let atlas_dimensions = textureDimensions(t_shadow_maps_atlas);
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// get the rect of the frame as a vec4
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// get the rect of the frame as a vec4
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@ -332,9 +338,9 @@ fn to_atlas_frame_coords(shadow_u: LightShadowMapUniform, coords: vec2<f32>) ->
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// put the frame rect in atlas UV space
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// put the frame rect in atlas UV space
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region_rect /= f32(atlas_dimensions.x);
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region_rect /= f32(atlas_dimensions.x);
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// calculate a relatively tiny offset to avoid getting the end of the frame and causing
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// if safety_offset is true, calculate a relatively tiny offset to avoid getting the end of
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// linear or nearest filtering to bleed to the adjacent frame.
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// the frame and causing linear or nearest filtering to bleed to the adjacent frame.
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let texel_size = (1.0 / f32(shadow_u.atlas_frame.x)) * 4.0;
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let texel_size = select(0.0, (1.0 / f32(shadow_u.atlas_frame.x)) * 4.0, safety_offset);
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// lerp input coords
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// lerp input coords
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let region_coords = vec2<f32>(
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let region_coords = vec2<f32>(
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@ -354,7 +360,7 @@ fn find_blocker_distance_dir_light(tex_coords: vec2<f32>, receiver_depth: f32, b
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let samples = i32(u_shadow_settings.pcss_blocker_search_samples);
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let samples = i32(u_shadow_settings.pcss_blocker_search_samples);
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for (var i = 0; i < samples; i++) {
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for (var i = 0; i < samples; i++) {
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let offset_coords = tex_coords + u_pcss_poisson_disc[i] * search_width;
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let offset_coords = tex_coords + u_pcss_poisson_disc[i] * search_width;
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let new_coords = to_atlas_frame_coords(shadow_u, offset_coords);
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let new_coords = to_atlas_frame_coords(shadow_u, offset_coords, false);
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let z = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, new_coords, 0.0);
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let z = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, new_coords, 0.0);
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if z < (receiver_depth - bias) {
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if z < (receiver_depth - bias) {
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@ -390,7 +396,7 @@ fn pcf_dir_light(tex_coords: vec2<f32>, test_depth: f32, shadow_u: LightShadowMa
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let samples_num = i32(u_shadow_settings.pcf_samples_num);
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let samples_num = i32(u_shadow_settings.pcf_samples_num);
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for (var i = 0; i < samples_num; i++) {
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for (var i = 0; i < samples_num; i++) {
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let offset = tex_coords + u_pcf_poisson_disc[i] * uv_radius;
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let offset = tex_coords + u_pcf_poisson_disc[i] * uv_radius;
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let new_coords = to_atlas_frame_coords(shadow_u, offset);
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let new_coords = to_atlas_frame_coords(shadow_u, offset, false);
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shadow += textureSampleCompare(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, new_coords, test_depth);
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shadow += textureSampleCompare(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, new_coords, test_depth);
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}
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}
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@ -431,7 +437,7 @@ fn calc_shadow_point_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_
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var shadow = 0.0;
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var shadow = 0.0;
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// hardware 2x2 PCF via camparison sampler
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// hardware 2x2 PCF via camparison sampler
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if pcf_samples_num == 2u {
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if pcf_samples_num == 2u {
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let region_coords = to_atlas_frame_coords(u, coords_2d);
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let region_coords = to_atlas_frame_coords(u, coords_2d, true);
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shadow = textureSampleCompareLevel(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, region_coords, current_depth);
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shadow = textureSampleCompareLevel(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, region_coords, current_depth);
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}
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}
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// PCSS
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// PCSS
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@ -446,7 +452,7 @@ fn calc_shadow_point_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_
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}
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}
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// no filtering
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// no filtering
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else {
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else {
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let region_coords = to_atlas_frame_coords(u, coords_2d);
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let region_coords = to_atlas_frame_coords(u, coords_2d, true);
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let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, region_coords, 0.0);
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let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, region_coords, 0.0);
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shadow = select(1.0, 0.0, current_depth > closest_depth);
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shadow = select(1.0, 0.0, current_depth > closest_depth);
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}
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}
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@ -467,7 +473,7 @@ fn pcf_point_light(tex_coords: vec3<f32>, test_depth: f32, shadow_us: array<Ligh
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coords_2d += u_pcf_poisson_disc[i] * uv_radius;
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coords_2d += u_pcf_poisson_disc[i] * uv_radius;
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let new_coords = to_atlas_frame_coords(shadow_u, coords_2d);
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let new_coords = to_atlas_frame_coords(shadow_u, coords_2d, true);
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shadow += textureSampleCompare(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, new_coords, test_depth);
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shadow += textureSampleCompare(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, new_coords, test_depth);
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}
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}
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shadow /= f32(samples_num);
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shadow /= f32(samples_num);
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