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8545e7e27d
Author | SHA1 | Date |
---|---|---|
SeanOMik | 8545e7e27d | |
SeanOMik | a85178eeea |
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@ -5,7 +5,7 @@ use lyra_engine::{
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Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource,
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InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput,
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},
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math::{self, Angle, Quat, Transform, Vec3},
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math::{self, Quat, Transform, Vec3},
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render::{
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graph::{ShadowCasterSettings, ShadowFilteringMode},
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light::{directional::DirectionalLight, PointLight, SpotLight},
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@ -184,6 +184,9 @@ fn setup_scene_plugin(game: &mut Game) {
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},
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ShadowCasterSettings {
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filtering_mode: ShadowFilteringMode::Pcss,
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pcf_samples_num: 64,
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pcss_blocker_search_samples: 36,
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constant_depth_bias_scale: 5.0,
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..Default::default()
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},
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light_tran,
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@ -235,29 +238,12 @@ fn setup_scene_plugin(game: &mut Game) {
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t,
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//cube_mesh.clone(),
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));
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/* world.spawn((
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//cube_mesh.clone(),
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PointLight {
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enabled: true,
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color: Vec3::new(0.278, 0.984, 0.0),
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intensity: 2.0,
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range: 9.0,
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..Default::default()
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},
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Transform::from_xyz(-0.5, 2.0, -5.0),
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)); */
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}
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let mut camera = CameraComponent::new_3d();
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//camera.transform.translation += math::Vec3::new(0.0, 2.0, 10.5);
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camera.transform.translation = math::Vec3::new(-1.0, -10.0, -1.5);
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camera.transform.rotate_x(math::Angle::Degrees(-27.0));
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camera.transform.rotate_y(math::Angle::Degrees(-90.0));
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/* camera.transform.translation = math::Vec3::new(15.0, -8.0, 1.0);
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camera.transform.rotate_x(math::Angle::Degrees(-27.0));
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camera.transform.rotate_y(math::Angle::Degrees(90.0)); */
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world.spawn((camera, FreeFlyCamera::default()));
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}
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@ -201,6 +201,17 @@ impl ShadowMapsPass {
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let has_shadow_settings = if are_settings_custom {
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1
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} else { 0 };
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/* let (has_shadow_settings, pcf_samples_num, pcss_samples_num) = if are_settings_custom {
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(1, u.pcf_samples_num, u.pcss_blocker_search_samples)
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} else {
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(0, , 0)
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}; */
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/* shadow_settings.map(|ss| {
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let u = ShadowSettingsUniform::new(ss.filtering_mode, ss.pcf_samples_num, ss.pcss_blocker_search_samples);
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(1, u.pcf_samples_num, u.pcss_blocker_search_samples)
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}).unwrap_or((0, 0, 0)); */
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let (start_atlas_idx, uniform_indices) = match light_type {
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LightType::Directional => {
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@ -256,27 +267,36 @@ impl ShadowMapsPass {
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(atlas_index, indices)
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}
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LightType::Spotlight => {
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// allocate a single frame in the shadow map atlas
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let directional_size = SHADOW_SIZE * 4;
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// directional lights require a single map, so allocate that in the atlas.
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let atlas_index = atlas
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.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.pack(directional_size.x as _, directional_size.y as _)
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.expect("failed to pack new shadow map into texture atlas");
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let atlas_frame = atlas.texture_frame(atlas_index).expect("Frame missing");
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let aspect = SHADOW_SIZE.x as f32 / SHADOW_SIZE.y as f32;
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let projection = glam::Mat4::perspective_rh(
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//Angle::Degrees(90.0).to_radians(),
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(light_half_outer_angle.unwrap() * 2.0).to_radians(),
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aspect,
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shadow_settings.near_plane,
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shadow_settings.far_plane,
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);
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let light_trans = light_pos.translation;
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let forward = light_pos.forward();
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let up = light_pos.up();
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let view = glam::Mat4::look_to_rh(light_trans, forward, up);
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// honestly no clue why this works, but I got it from here and the results are good
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// https://github.com/asylum2010/Asylum_Tutorials/blob/423e5edfaee7b5ea450a450e65f2eabf641b2482/ShaderTutors/43_ShadowMapFiltering/main.cpp#L323
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/* let frustum_size = Vec2::new(0.5 * projection.col(0).x, 0.5 * projection.col(1).y);
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// maybe its better to make this a vec2 on the gpu?
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let size_avg = (frustum_size.x + frustum_size.y) / 2.0;
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let light_size_uv = 0.2 * size_avg; */
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let light_proj = projection * view;
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let light_trans = light_pos.translation;
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let look_view = glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(1.0, 0.0, 0.0),
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glam::vec3(0.0, -1.0, 0.0),
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);
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let light_proj = projection * look_view;
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let u = LightShadowUniform {
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space_mat: light_proj,
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@ -666,30 +686,6 @@ impl Node for ShadowMapsPass {
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}
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}
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for (entity, pos, shadow_settings, spot) in world.view_iter::<(
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Entities,
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&Transform,
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Option<&ShadowCasterSettings>,
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&SpotLight,
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)>() {
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if !self.depth_maps.contains_key(&entity) {
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let (custom_settings, shadow_settings) = shadow_settings
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.map(|ss| (true, ss.clone()))
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.unwrap_or((false, settings));
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let atlas_index = self.create_depth_map(
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&context.queue,
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LightType::Spotlight,
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entity,
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*pos,
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Some(spot.outer_cutoff),
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custom_settings,
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shadow_settings,
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);
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index_components_queue.push_back((entity, atlas_index));
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}
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}
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for (entity, pos, shadow_settings, _) in world.view_iter::<(
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Entities,
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&Transform,
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@ -714,6 +710,30 @@ impl Node for ShadowMapsPass {
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}
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}
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for (entity, pos, shadow_settings, spot) in world.view_iter::<(
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Entities,
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&Transform,
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Option<&ShadowCasterSettings>,
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&SpotLight,
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)>() {
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if !self.depth_maps.contains_key(&entity) {
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let (custom_settings, shadow_settings) = shadow_settings
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.map(|ss| (true, ss.clone()))
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.unwrap_or((false, settings));
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let atlas_index = self.create_depth_map(
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&context.queue,
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LightType::Spotlight,
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entity,
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*pos,
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Some(spot.outer_cutoff),
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custom_settings,
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shadow_settings,
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);
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index_components_queue.push_back((entity, atlas_index));
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}
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}
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// now consume from the queue adding the components to the entities
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while let Some((entity, depth)) = index_components_queue.pop_front() {
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world.insert(
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@ -844,7 +864,7 @@ impl Node for ShadowMapsPass {
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&frame,
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light_depth_map.uniform_index[0] as _,
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);
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},
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}
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LightType::Point => {
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pass.set_pipeline(&point_light_pipeline);
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@ -864,10 +884,9 @@ impl Node for ShadowMapsPass {
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ui as _,
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);
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}
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},
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}
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LightType::Spotlight => {
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pass.set_pipeline(&pipeline);
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//pass.set_pipeline(&point_light_pipeline);
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let frame = atlas
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.texture_frame(light_depth_map.atlas_index)
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@ -882,7 +901,7 @@ impl Node for ShadowMapsPass {
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&frame,
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light_depth_map.uniform_index[0] as _,
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);
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}
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},
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}
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}
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}
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@ -1051,17 +1070,35 @@ pub enum ShadowFilteringMode {
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None,
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/// Uses hardware features for 2x2 PCF.
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Pcf2x2,
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#[default]
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Pcf,
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/// Percentage-Closer Soft Shadows
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/// https://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
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///
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/// PCSS is only implemented for directional lights. Use PCF for point and spot lights instead.
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/// PCSS is expensive per-frame, so it has not been implemented for them. If you use this for
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/// point and/or spot lights, the renderer will fall back to PCF.
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#[default]
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Pcss,
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}
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/* #[derive(Debug, Copy, Clone)]
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pub struct ShadowSettings {
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pub filtering_mode: ShadowFilteringMode,
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/// How many PCF filtering samples are used per dimension.
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///
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/// A value of 25 is common, this is maxed to 128.
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pub pcf_samples_num: u32,
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/// How many samples are used for the PCSS blocker search step.
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///
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/// Multiple samples are required to avoid holes int he penumbra due to missing blockers.
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/// A value of 25 is common, this is maxed to 128.
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pub pcss_blocker_search_samples: u32,
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}
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impl Default for ShadowSettings {
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fn default() -> Self {
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Self {
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filtering_mode: ShadowFilteringMode::default(),
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pcf_samples_num: 25,
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pcss_blocker_search_samples: 25,
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}
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}
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} */
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const PCF_SAMPLES_NUM_MAX: u32 = 128;
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const PCSS_SAMPLES_NUM_MAX: u32 = 128;
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@ -9,8 +9,6 @@ pub struct SpotLight {
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pub range: f32,
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pub intensity: f32,
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pub smoothness: f32,
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/// Cutoff angle that specifies the light radius.
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/// This is half of the light's FOV.
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pub cutoff: math::Angle,
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pub outer_cutoff: math::Angle,
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}
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@ -182,6 +182,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
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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 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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@ -189,7 +190,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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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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light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
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} else if (light.light_ty == LIGHT_TY_SPOT) {
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let shadow = calc_shadow_spot_light(in.world_position, in.world_normal, light_dir, light);
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let shadow = calc_shadow_spot_light(in.world_position, in.world_normal, light_dir, light, atlas_dimensions);
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light_res += blinn_phong_spot_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
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}
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}
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@ -293,12 +294,12 @@ fn calc_shadow_dir_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_di
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}
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// PCSS
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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, i32(pcss_blocker_search_samples), i32(pcf_samples_num), map_data);
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shadow = pcss_dir_light(xy_remapped, current_depth, map_data);
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}
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// only PCF
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else if pcf_samples_num > 0u {
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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, map_data, i32(pcf_samples_num), 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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// no filtering
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else {
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@ -352,13 +353,13 @@ fn to_atlas_frame_coords(shadow_u: LightShadowMapUniform, coords: vec2<f32>, saf
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}
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/// Find the average blocker distance for a directiona llight
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fn find_blocker_distance_dir_light(tex_coords: vec2<f32>, search_samples: i32, receiver_depth: f32, bias: f32, shadow_u: LightShadowMapUniform) -> vec2<f32> {
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fn find_blocker_distance_dir_light(tex_coords: vec2<f32>, receiver_depth: f32, bias: f32, shadow_u: LightShadowMapUniform) -> vec2<f32> {
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let search_width = search_width(shadow_u.near_plane, shadow_u.light_size_uv, receiver_depth);
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var blockers = 0;
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var avg_dist = 0.0;
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//let samples = i32(u_shadow_settings.pcss_blocker_search_samples);
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for (var i = 0; i < search_samples; i++) {
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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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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, false);
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let z = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, new_coords, 0.0);
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@ -373,8 +374,8 @@ fn find_blocker_distance_dir_light(tex_coords: vec2<f32>, search_samples: i32, r
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return vec2<f32>(avg_dist / b, b);
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}
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fn pcss_dir_light(tex_coords: vec2<f32>, receiver_depth: f32, pcss_blocker_samples: i32, pcf_samples_num: i32, shadow_u: LightShadowMapUniform) -> f32 {
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let blocker_search = find_blocker_distance_dir_light(tex_coords, pcss_blocker_samples, receiver_depth, 0.0, shadow_u);
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fn pcss_dir_light(tex_coords: vec2<f32>, receiver_depth: f32, shadow_u: LightShadowMapUniform) -> f32 {
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let blocker_search = find_blocker_distance_dir_light(tex_coords, receiver_depth, 0.0, shadow_u);
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// If no blockers were found, exit now to save in filtering
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if blocker_search.y == 0.0 {
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@ -387,12 +388,13 @@ fn pcss_dir_light(tex_coords: vec2<f32>, receiver_depth: f32, pcss_blocker_sampl
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// PCF
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let uv_radius = penumbra_width * shadow_u.light_size_uv * shadow_u.near_plane / receiver_depth;
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return pcf_dir_light(tex_coords, receiver_depth, shadow_u, pcf_samples_num, uv_radius);
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return pcf_dir_light(tex_coords, receiver_depth, shadow_u, uv_radius);
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}
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/// Calculate the shadow coefficient using PCF of a directional light
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fn pcf_dir_light(tex_coords: vec2<f32>, test_depth: f32, shadow_u: LightShadowMapUniform, samples_num: i32, uv_radius: f32) -> f32 {
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fn pcf_dir_light(tex_coords: vec2<f32>, test_depth: f32, shadow_u: LightShadowMapUniform, uv_radius: f32) -> f32 {
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var shadow = 0.0;
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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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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, false);
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|
@ -439,10 +441,15 @@ fn calc_shadow_point_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_
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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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}
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// only PCF, PCSS is not supported so no need to check for it
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// PCSS
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else if pcf_samples_num > 0u && pcss_blocker_search_samples > 0u {
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shadow = pcss_dir_light(coords_2d, current_depth, u);
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}
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// only PCF
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else if pcf_samples_num > 0u {
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let texel_size = 1.0 / f32(u.atlas_frame.width);
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shadow = pcf_point_light(frag_to_light, current_depth, uniforms, pcf_samples_num, texel_size);
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shadow = pcf_point_light(frag_to_light, current_depth, uniforms, pcf_samples_num, 0.007);
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//shadow = pcf_point_light(coords_2d, current_depth, u, pcf_samples_num, texel_size);
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}
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// no filtering
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else {
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@ -476,21 +483,7 @@ fn pcf_point_light(tex_coords: vec3<f32>, test_depth: f32, shadow_us: array<Ligh
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return saturate(shadow);
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}
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fn pcf_spot_light(tex_coords: vec2<f32>, test_depth: f32, shadow_u: LightShadowMapUniform, samples_num: i32, uv_radius: f32) -> f32 {
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var shadow = 0.0;
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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 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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}
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shadow /= f32(samples_num);
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// clamp shadow to [0; 1]
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return saturate(shadow);
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}
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fn calc_shadow_spot_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_dir: vec3<f32>, light: Light) -> f32 {
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fn calc_shadow_spot_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_dir: vec3<f32>, light: Light, atlas_dimensions: vec2<i32>) -> 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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|
@ -540,6 +533,21 @@ fn calc_shadow_spot_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_d
|
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return shadow;
|
||||
}
|
||||
|
||||
/// Calculate the shadow coefficient using PCF of a directional light
|
||||
fn pcf_spot_light(tex_coords: vec2<f32>, test_depth: f32, shadow_u: LightShadowMapUniform, samples_num: i32, uv_radius: f32) -> f32 {
|
||||
var shadow = 0.0;
|
||||
for (var i = 0; i < samples_num; i++) {
|
||||
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, false);
|
||||
|
||||
shadow += textureSampleCompare(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, new_coords, test_depth);
|
||||
}
|
||||
shadow /= f32(samples_num);
|
||||
|
||||
// clamp shadow to [0; 1]
|
||||
return saturate(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));
|
||||
|
@ -653,14 +661,13 @@ fn blinn_phong_spot_light(world_pos: vec3<f32>, world_norm: vec3<f32>, spot_ligh
|
|||
let distance = length(light_pos - world_pos);
|
||||
let attenuation = calc_attenuation(spot_light, distance);
|
||||
|
||||
ambient_color *= attenuation * spot_light.intensity * cone;
|
||||
diffuse_color *= attenuation * spot_light.intensity * cone;
|
||||
specular_color *= attenuation * spot_light.intensity * cone;
|
||||
ambient_color *= attenuation * cone;
|
||||
diffuse_color *= attenuation * cone;
|
||||
specular_color *= attenuation * cone;
|
||||
//// end of spot light attenuation ////
|
||||
|
||||
|
||||
//return /*ambient_color +*/ diffuse_color + specular_color;
|
||||
return (shadow * (diffuse_color + specular_color));
|
||||
return (shadow * (diffuse_color + specular_color)) * spot_light.intensity;
|
||||
}
|
||||
|
||||
fn calc_attenuation(light: Light, distance: f32) -> f32 {
|
||||
|
|
|
@ -24,10 +24,15 @@ struct LightShadowMapUniform {
|
|||
|
||||
@group(0) @binding(0)
|
||||
var<storage, read> u_light_shadow: array<LightShadowMapUniform>;
|
||||
/*@group(0) @binding(1)
|
||||
var<uniform> u_light_pos: vec3<f32>;
|
||||
@group(0) @binding(2)
|
||||
var<uniform> u_light_far_plane: f32;*/
|
||||
|
||||
@group(1) @binding(0)
|
||||
var<uniform> u_model_transform_data: TransformData;
|
||||
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position)
|
||||
clip_position: vec4<f32>,
|
||||
|
|
Loading…
Reference in New Issue