render: get simple directional shadow maps working

This commit is contained in:
SeanOMik 2024-07-04 13:43:36 -04:00
parent 6c6893149a
commit fd65f754cf
Signed by: SeanOMik
GPG Key ID: FEC9E2FC15235964
4 changed files with 69 additions and 17 deletions

View File

@ -139,16 +139,17 @@ fn setup_scene_plugin(game: &mut Game) {
world.spawn((
platform_mesh.clone(),
WorldTransform::default(),
Transform::from_xyz(0.0, -5.0, -5.0),
//Transform::from_xyz(0.0, -5.0, -5.0),
Transform::new(math::vec3(0.0, -5.0, -5.0), math::Quat::IDENTITY, math::vec3(5.0, 1.0, 5.0)),
));
{
let mut light_tran = Transform::from_xyz(-5.5, 2.5, -3.0);
let mut light_tran = Transform::from_xyz(0.0, 2.5, 0.0);
light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
light_tran.rotate_x(math::Angle::Degrees(-45.0));
light_tran.rotate_y(math::Angle::Degrees(-35.0));
world.spawn((
cube_mesh.clone(),
//cube_mesh.clone(),
DirectionalLight {
enabled: true,
color: Vec3::new(1.0, 0.95, 0.9),

View File

@ -100,9 +100,9 @@ impl ShadowMapsPass {
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("sampler_shadow_map_atlas"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
address_mode_u: wgpu::AddressMode::ClampToBorder,
address_mode_v: wgpu::AddressMode::ClampToBorder,
address_mode_w: wgpu::AddressMode::ClampToBorder,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
@ -126,15 +126,15 @@ impl ShadowMapsPass {
fn create_depth_map(&mut self, device: &wgpu::Device, entity: Entity, light_pos: Transform) {
const NEAR_PLANE: f32 = 0.1;
const FAR_PLANE: f32 = 80.0;
const FAR_PLANE: f32 = 25.5;
let ortho_proj =
glam::Mat4::orthographic_rh_gl(-20.0, 20.0, -20.0, 20.0, NEAR_PLANE, FAR_PLANE);
glam::Mat4::orthographic_rh(-10.0, 10.0, -10.0, 10.0, NEAR_PLANE, FAR_PLANE);
let look_view =
glam::Mat4::look_to_rh(light_pos.translation, light_pos.forward(), light_pos.up());
let light_proj = OPENGL_TO_WGPU_MATRIX * (ortho_proj * look_view);
let light_proj = ortho_proj * look_view;
let light_projection_buffer =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {

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@ -90,7 +90,7 @@ impl BasicRenderer {
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES,
features: wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES | wgpu::Features::ADDRESS_MODE_CLAMP_TO_BORDER,
// WebGL does not support all wgpu features.
// Not sure if the engine will ever completely support WASM,
// but its here just in case

View File

@ -19,6 +19,7 @@ struct VertexOutput {
@location(0) tex_coords: vec2<f32>,
@location(1) world_position: vec3<f32>,
@location(2) world_normal: vec3<f32>,
@location(3) frag_pos_light_space: vec4<f32>,
}
struct TransformData {
@ -70,16 +71,18 @@ fn vs_main(
) -> VertexOutput {
var out: VertexOutput;
var world_position: vec4<f32> = u_model_transform_data.transform * vec4<f32>(model.position, 1.0);
out.world_position = world_position.xyz;
out.tex_coords = model.tex_coords;
out.clip_position = u_camera.view_projection * u_model_transform_data.transform * vec4<f32>(model.position, 1.0);
out.clip_position = u_camera.view_projection * world_position;
// the normal mat is actually only a mat3x3, but there's a bug in wgpu: https://github.com/gfx-rs/wgpu-rs/issues/36
let normal_mat4 = u_model_transform_data.normal_matrix;
let normal_mat = mat3x3(normal_mat4[0].xyz, normal_mat4[1].xyz, normal_mat4[2].xyz);
out.world_normal = normalize(normal_mat * model.normal, );
var world_position: vec4<f32> = u_model_transform_data.transform * vec4<f32>(model.position, 1.0);
out.world_position = world_position.xyz;
out.frag_pos_light_space = u_light_space_matrix * world_position;
return out;
}
@ -115,7 +118,7 @@ var<storage, read_write> u_light_indices: array<u32>;
var t_light_grid: texture_storage_2d<rg32uint, read_write>; // vec2<u32>
@group(5) @binding(0)
var t_shadow_maps_atlas: texture_2d<f32>;
var t_shadow_maps_atlas: texture_depth_2d;
@group(5) @binding(1)
var s_shadow_maps_atlas: sampler;
@group(5) @binding(2)
@ -146,7 +149,27 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let light: Light = u_lights.data[light_index];
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color);
/*let shadow = calc_shadow(in.frag_pos_light_space);
return vec4<f32>(vec3<f32>(shadow), 1.0);*/
/*var proj_coords = in.frag_pos_light_space / in.frag_pos_light_space.w;
proj_coords = proj_coords * 0.5 + 0.5;
let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, proj_coords.xy, 0.0);
let current_depth = proj_coords.z;
if current_depth > closest_depth {
return vec4<f32>(vec3<f32>(current_depth), 1.0);
} else {
return vec4<f32>(vec3<f32>(closest_depth), 1.0);
}*/
//return vec4<f32>(vec3<f32>(closest_depth), 1.0);
//let shadow = select(0.0, 1.0, current_depth > closest_depth);
let light_dir = normalize(-light.direction);
let shadow = calc_shadow(in.world_normal, light_dir, in.frag_pos_light_space);
light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
} else if (light.light_ty == LIGHT_TY_POINT) {
light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color);
} else if (light.light_ty == LIGHT_TY_SPOT) {
@ -158,6 +181,34 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(light_object_res, object_color.a);
}
fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: vec4<f32>) -> f32 {
var proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
// for some reason the y component is clipped after transforming
proj_coords.y = -proj_coords.y;
// Remap xy to [0.0, 1.0]
let xy_remapped = proj_coords.xy * 0.5 + 0.5;
proj_coords.x = xy_remapped.x;
proj_coords.y = xy_remapped.y;
let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, proj_coords.xy, 0.0);
let current_depth = proj_coords.z;
// use a bias to avoid shadow acne
let bias = max(0.05 * (1.0 - dot(normal, light_dir)), 0.005);
var shadow = 0.0;
if current_depth - bias > closest_depth {
shadow = 1.0;
}
// dont cast shadows outside the light's far plane
if (proj_coords.z > 1.0) {
shadow = 0.0;
}
return shadow;
}
fn debug_grid(in: VertexOutput) -> vec4<f32> {
let tile_index_float: vec2<f32> = in.clip_position.xy / 16.0;
let tile_index = vec2<u32>(floor(tile_index_float));
@ -173,7 +224,7 @@ fn debug_grid(in: VertexOutput) -> vec4<f32> {
return vec4<f32>(ratio, ratio, ratio, 1.0);
}
fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light: Light, material: Material, specular_factor: vec3<f32>, shadow: f32) -> vec3<f32> {
let light_color = dir_light.color.xyz;
let camera_view_pos = u_camera.position;
@ -199,7 +250,7 @@ fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light:
diffuse_color *= dir_light.diffuse;
specular_color *= dir_light.specular;*/
return (ambient_color + diffuse_color + specular_color) * dir_light.intensity;
return (ambient_color + (1.0 - shadow) * (diffuse_color + specular_color)) * dir_light.intensity;
}
fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {