Implement Shadows #24

Merged
SeanOMik merged 28 commits from feat/shadow-maps into main 2024-08-10 03:10:30 +00:00
6 changed files with 79 additions and 218 deletions
Showing only changes of commit a85178eeea - Show all commits

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@ -5,10 +5,10 @@ use lyra_engine::{
Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource, Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource,
InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput, InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput,
}, },
math::{self, Angle, Quat, Transform, Vec3}, math::{self, Quat, Transform, Vec3},
render::{ render::{
graph::{ShadowCasterSettings, ShadowFilteringMode}, graph::{ShadowCasterSettings, ShadowFilteringMode},
light::{directional::DirectionalLight, PointLight, SpotLight}, light::{directional::DirectionalLight, PointLight},
}, },
scene::{ scene::{
CameraComponent, FreeFlyCamera, FreeFlyCameraPlugin, WorldTransform, CameraComponent, FreeFlyCamera, FreeFlyCameraPlugin, WorldTransform,
@ -189,7 +189,7 @@ fn setup_scene_plugin(game: &mut Game) {
light_tran, light_tran,
)); ));
/* world.spawn(( world.spawn((
cube_mesh.clone(), cube_mesh.clone(),
PointLight { PointLight {
enabled: true, enabled: true,
@ -207,33 +207,6 @@ fn setup_scene_plugin(game: &mut Game) {
Quat::IDENTITY, Quat::IDENTITY,
Vec3::new(0.5, 0.5, 0.5), Vec3::new(0.5, 0.5, 0.5),
), ),
)); */
let t = Transform::new(
Vec3::new(4.0 - 1.43, -13.0, 0.0),
//Vec3::new(-5.0, 1.0, -0.28),
//Vec3::new(-10.0, 0.94, -0.28),
Quat::from_euler(math::EulerRot::XYZ, 0.0, math::Angle::Degrees(-45.0).to_radians(), 0.0),
Vec3::new(0.15, 0.15, 0.15),
);
world.spawn((
SpotLight {
enabled: true,
color: Vec3::new(1.0, 0.0, 0.0),
intensity: 3.0,
range: 4.5,
//cutoff: math::Angle::Degrees(45.0),
..Default::default()
},
/* ShadowCasterSettings {
filtering_mode: ShadowFilteringMode::Pcf,
..Default::default()
}, */
WorldTransform::from(t),
t,
//cube_mesh.clone(),
)); ));
/* world.spawn(( /* world.spawn((
@ -251,13 +224,14 @@ fn setup_scene_plugin(game: &mut Game) {
let mut camera = CameraComponent::new_3d(); let mut camera = CameraComponent::new_3d();
//camera.transform.translation += math::Vec3::new(0.0, 2.0, 10.5); //camera.transform.translation += math::Vec3::new(0.0, 2.0, 10.5);
camera.transform.translation = math::Vec3::new(-1.0, -10.0, -1.5); /* camera.transform.translation = math::Vec3::new(-3.0, -8.0, -3.0);
camera.transform.rotate_x(math::Angle::Degrees(-27.0)); camera.transform.rotate_x(math::Angle::Degrees(-27.0));
camera.transform.rotate_y(math::Angle::Degrees(-90.0)); camera.transform.rotate_y(math::Angle::Degrees(-55.0)); */
/* camera.transform.translation = math::Vec3::new(15.0, -8.0, 1.0); camera.transform.translation = math::Vec3::new(15.0, -8.0, 1.0);
camera.transform.rotate_x(math::Angle::Degrees(-27.0)); camera.transform.rotate_x(math::Angle::Degrees(-27.0));
camera.transform.rotate_y(math::Angle::Degrees(90.0)); */ //camera.transform.rotate_y(math::Angle::Degrees(-90.0));
camera.transform.rotate_y(math::Angle::Degrees(90.0));
world.spawn((camera, FreeFlyCamera::default())); world.spawn((camera, FreeFlyCamera::default()));
} }

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@ -20,7 +20,7 @@ use wgpu::util::DeviceExt;
use crate::render::{ use crate::render::{
graph::{Node, NodeDesc, NodeType, SlotAttribute, SlotValue}, graph::{Node, NodeDesc, NodeType, SlotAttribute, SlotValue},
light::{directional::DirectionalLight, LightType, PointLight, SpotLight}, light::{directional::DirectionalLight, LightType, PointLight},
resource::{FragmentState, RenderPipeline, RenderPipelineDescriptor, Shader, VertexState}, resource::{FragmentState, RenderPipeline, RenderPipelineDescriptor, Shader, VertexState},
transform_buffer_storage::TransformBuffers, transform_buffer_storage::TransformBuffers,
vertex::Vertex, vertex::Vertex,
@ -186,7 +186,6 @@ impl ShadowMapsPass {
light_type: LightType, light_type: LightType,
entity: Entity, entity: Entity,
light_pos: Transform, light_pos: Transform,
light_half_outer_angle: Option<Angle>,
are_settings_custom: bool, are_settings_custom: bool,
shadow_settings: ShadowCasterSettings, shadow_settings: ShadowCasterSettings,
) -> LightDepthMap { ) -> LightDepthMap {
@ -201,6 +200,17 @@ impl ShadowMapsPass {
let has_shadow_settings = if are_settings_custom { let has_shadow_settings = if are_settings_custom {
1 1
} else { 0 }; } else { 0 };
/* let (has_shadow_settings, pcf_samples_num, pcss_samples_num) = if are_settings_custom {
(1, u.pcf_samples_num, u.pcss_blocker_search_samples)
} else {
(0, , 0)
}; */
/* shadow_settings.map(|ss| {
let u = ShadowSettingsUniform::new(ss.filtering_mode, ss.pcf_samples_num, ss.pcss_blocker_search_samples);
(1, u.pcf_samples_num, u.pcss_blocker_search_samples)
}).unwrap_or((0, 0, 0)); */
let (start_atlas_idx, uniform_indices) = match light_type { let (start_atlas_idx, uniform_indices) = match light_type {
LightType::Directional => { LightType::Directional => {
@ -255,49 +265,7 @@ impl ShadowMapsPass {
indices[0] = uniform_index; indices[0] = uniform_index;
(atlas_index, indices) (atlas_index, indices)
} }
LightType::Spotlight => { LightType::Spotlight => todo!(),
// allocate a single frame in the shadow map atlas
let atlas_index = atlas
.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
.expect("failed to pack new shadow map into texture atlas");
let atlas_frame = atlas.texture_frame(atlas_index).expect("Frame missing");
let aspect = SHADOW_SIZE.x as f32 / SHADOW_SIZE.y as f32;
let projection = glam::Mat4::perspective_rh(
//Angle::Degrees(90.0).to_radians(),
(light_half_outer_angle.unwrap() * 2.0).to_radians(),
aspect,
shadow_settings.near_plane,
shadow_settings.far_plane,
);
let light_trans = light_pos.translation;
let forward = light_pos.forward();
let up = light_pos.up();
let view = glam::Mat4::look_to_rh(light_trans, forward, up);
let light_proj = projection * view;
let u = LightShadowUniform {
space_mat: light_proj,
atlas_frame,
near_plane: shadow_settings.near_plane,
far_plane: shadow_settings.far_plane,
light_size_uv: 0.0,
_padding1: 0,
light_pos: light_pos.translation,
has_shadow_settings,
pcf_samples_num: u.pcf_samples_num,
pcss_blocker_search_samples: u.pcss_blocker_search_samples,
constant_depth_bias: DEFAULT_CONSTANT_DEPTH_BIAS * shadow_settings.constant_depth_bias_scale,
_padding2: 0,
};
let uniform_index = self.light_uniforms_buffer.insert(queue, &u);
let mut indices = [0; 6];
indices[0] = uniform_index;
(atlas_index, indices)
},
LightType::Point => { LightType::Point => {
let aspect = SHADOW_SIZE.x as f32 / SHADOW_SIZE.y as f32; let aspect = SHADOW_SIZE.x as f32 / SHADOW_SIZE.y as f32;
let projection = glam::Mat4::perspective_rh( let projection = glam::Mat4::perspective_rh(
@ -658,31 +626,6 @@ impl Node for ShadowMapsPass {
LightType::Directional, LightType::Directional,
entity, entity,
*pos, *pos,
None,
custom_settings,
shadow_settings,
);
index_components_queue.push_back((entity, atlas_index));
}
}
for (entity, pos, shadow_settings, spot) in world.view_iter::<(
Entities,
&Transform,
Option<&ShadowCasterSettings>,
&SpotLight,
)>() {
if !self.depth_maps.contains_key(&entity) {
let (custom_settings, shadow_settings) = shadow_settings
.map(|ss| (true, ss.clone()))
.unwrap_or((false, settings));
let atlas_index = self.create_depth_map(
&context.queue,
LightType::Spotlight,
entity,
*pos,
Some(spot.outer_cutoff),
custom_settings, custom_settings,
shadow_settings, shadow_settings,
); );
@ -706,7 +649,6 @@ impl Node for ShadowMapsPass {
LightType::Point, LightType::Point,
entity, entity,
*pos, *pos,
None,
custom_settings, custom_settings,
shadow_settings, shadow_settings,
); );
@ -844,7 +786,7 @@ impl Node for ShadowMapsPass {
&frame, &frame,
light_depth_map.uniform_index[0] as _, light_depth_map.uniform_index[0] as _,
); );
}, }
LightType::Point => { LightType::Point => {
pass.set_pipeline(&point_light_pipeline); pass.set_pipeline(&point_light_pipeline);
@ -864,25 +806,8 @@ impl Node for ShadowMapsPass {
ui as _, ui as _,
); );
} }
},
LightType::Spotlight => {
pass.set_pipeline(&pipeline);
//pass.set_pipeline(&point_light_pipeline);
let frame = atlas
.texture_frame(light_depth_map.atlas_index)
.expect("missing atlas frame for light");
light_shadow_pass_impl(
&mut pass,
&self.uniforms_bg,
&render_meshes,
&mesh_buffers,
&transforms,
&frame,
light_depth_map.uniform_index[0] as _,
);
} }
LightType::Spotlight => todo!(),
} }
} }
} }
@ -1051,17 +976,35 @@ pub enum ShadowFilteringMode {
None, None,
/// Uses hardware features for 2x2 PCF. /// Uses hardware features for 2x2 PCF.
Pcf2x2, Pcf2x2,
#[default]
Pcf, Pcf,
/// Percentage-Closer Soft Shadows #[default]
/// https://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
///
/// PCSS is only implemented for directional lights. Use PCF for point and spot lights instead.
/// PCSS is expensive per-frame, so it has not been implemented for them. If you use this for
/// point and/or spot lights, the renderer will fall back to PCF.
Pcss, Pcss,
} }
/* #[derive(Debug, Copy, Clone)]
pub struct ShadowSettings {
pub filtering_mode: ShadowFilteringMode,
/// How many PCF filtering samples are used per dimension.
///
/// A value of 25 is common, this is maxed to 128.
pub pcf_samples_num: u32,
/// How many samples are used for the PCSS blocker search step.
///
/// Multiple samples are required to avoid holes int he penumbra due to missing blockers.
/// A value of 25 is common, this is maxed to 128.
pub pcss_blocker_search_samples: u32,
}
impl Default for ShadowSettings {
fn default() -> Self {
Self {
filtering_mode: ShadowFilteringMode::default(),
pcf_samples_num: 25,
pcss_blocker_search_samples: 25,
}
}
} */
const PCF_SAMPLES_NUM_MAX: u32 = 128; const PCF_SAMPLES_NUM_MAX: u32 = 128;
const PCSS_SAMPLES_NUM_MAX: u32 = 128; const PCSS_SAMPLES_NUM_MAX: u32 = 128;

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@ -9,8 +9,6 @@ pub struct SpotLight {
pub range: f32, pub range: f32,
pub intensity: f32, pub intensity: f32,
pub smoothness: f32, pub smoothness: f32,
/// Cutoff angle that specifies the light radius.
/// This is half of the light's FOV.
pub cutoff: math::Angle, pub cutoff: math::Angle,
pub outer_cutoff: math::Angle, pub outer_cutoff: math::Angle,
} }

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@ -182,6 +182,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
if (light.light_ty == LIGHT_TY_DIRECTIONAL) { if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index[0]]; let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index[0]];
let frag_pos_light_space = shadow_u.light_space_matrix * vec4<f32>(in.world_position, 1.0);
let shadow = calc_shadow_dir_light(in.world_position, in.world_normal, light_dir, light); let shadow = calc_shadow_dir_light(in.world_position, in.world_normal, light_dir, light);
light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow); light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
@ -189,8 +190,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let shadow = calc_shadow_point_light(in.world_position, in.world_normal, light_dir, light, atlas_dimensions); let shadow = calc_shadow_point_light(in.world_position, in.world_normal, light_dir, light, atlas_dimensions);
light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow); light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
} else if (light.light_ty == LIGHT_TY_SPOT) { } else if (light.light_ty == LIGHT_TY_SPOT) {
let shadow = calc_shadow_spot_light(in.world_position, in.world_normal, light_dir, light); light_res += blinn_phong_spot_light(in.world_position, in.world_normal, light, u_material, specular_color);
light_res += blinn_phong_spot_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
} }
} }
@ -293,12 +293,12 @@ fn calc_shadow_dir_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_di
} }
// PCSS // PCSS
else if pcf_samples_num > 0u && pcss_blocker_search_samples > 0u { else if pcf_samples_num > 0u && pcss_blocker_search_samples > 0u {
shadow = pcss_dir_light(xy_remapped, current_depth, i32(pcss_blocker_search_samples), i32(pcf_samples_num), map_data); shadow = pcss_dir_light(xy_remapped, current_depth, map_data);
} }
// only PCF // only PCF
else if pcf_samples_num > 0u { else if pcf_samples_num > 0u {
let texel_size = 1.0 / f32(map_data.atlas_frame.width); let texel_size = 1.0 / f32(map_data.atlas_frame.width);
shadow = pcf_dir_light(xy_remapped, current_depth, map_data, i32(pcf_samples_num), texel_size); shadow = pcf_dir_light(xy_remapped, current_depth, map_data, texel_size);
} }
// no filtering // no filtering
else { else {
@ -352,13 +352,13 @@ fn to_atlas_frame_coords(shadow_u: LightShadowMapUniform, coords: vec2<f32>, saf
} }
/// Find the average blocker distance for a directiona llight /// Find the average blocker distance for a directiona llight
fn find_blocker_distance_dir_light(tex_coords: vec2<f32>, search_samples: i32, receiver_depth: f32, bias: f32, shadow_u: LightShadowMapUniform) -> vec2<f32> { fn find_blocker_distance_dir_light(tex_coords: vec2<f32>, receiver_depth: f32, bias: f32, shadow_u: LightShadowMapUniform) -> vec2<f32> {
let search_width = search_width(shadow_u.near_plane, shadow_u.light_size_uv, receiver_depth); let search_width = search_width(shadow_u.near_plane, shadow_u.light_size_uv, receiver_depth);
var blockers = 0; var blockers = 0;
var avg_dist = 0.0; var avg_dist = 0.0;
//let samples = i32(u_shadow_settings.pcss_blocker_search_samples); let samples = i32(u_shadow_settings.pcss_blocker_search_samples);
for (var i = 0; i < search_samples; i++) { for (var i = 0; i < samples; i++) {
let offset_coords = tex_coords + u_pcss_poisson_disc[i] * search_width; let offset_coords = tex_coords + u_pcss_poisson_disc[i] * search_width;
let new_coords = to_atlas_frame_coords(shadow_u, offset_coords, false); let new_coords = to_atlas_frame_coords(shadow_u, offset_coords, false);
let z = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, new_coords, 0.0); let z = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, new_coords, 0.0);
@ -373,8 +373,8 @@ fn find_blocker_distance_dir_light(tex_coords: vec2<f32>, search_samples: i32, r
return vec2<f32>(avg_dist / b, b); return vec2<f32>(avg_dist / b, b);
} }
fn pcss_dir_light(tex_coords: vec2<f32>, receiver_depth: f32, pcss_blocker_samples: i32, pcf_samples_num: i32, shadow_u: LightShadowMapUniform) -> f32 { fn pcss_dir_light(tex_coords: vec2<f32>, receiver_depth: f32, shadow_u: LightShadowMapUniform) -> f32 {
let blocker_search = find_blocker_distance_dir_light(tex_coords, pcss_blocker_samples, receiver_depth, 0.0, shadow_u); let blocker_search = find_blocker_distance_dir_light(tex_coords, receiver_depth, 0.0, shadow_u);
// If no blockers were found, exit now to save in filtering // If no blockers were found, exit now to save in filtering
if blocker_search.y == 0.0 { if blocker_search.y == 0.0 {
@ -387,12 +387,13 @@ fn pcss_dir_light(tex_coords: vec2<f32>, receiver_depth: f32, pcss_blocker_sampl
// PCF // PCF
let uv_radius = penumbra_width * shadow_u.light_size_uv * shadow_u.near_plane / receiver_depth; let uv_radius = penumbra_width * shadow_u.light_size_uv * shadow_u.near_plane / receiver_depth;
return pcf_dir_light(tex_coords, receiver_depth, shadow_u, pcf_samples_num, uv_radius); return pcf_dir_light(tex_coords, receiver_depth, shadow_u, uv_radius);
} }
/// Calculate the shadow coefficient using PCF of a directional light /// Calculate the shadow coefficient using PCF of a directional light
fn pcf_dir_light(tex_coords: vec2<f32>, test_depth: f32, shadow_u: LightShadowMapUniform, samples_num: i32, uv_radius: f32) -> f32 { fn pcf_dir_light(tex_coords: vec2<f32>, test_depth: f32, shadow_u: LightShadowMapUniform, uv_radius: f32) -> f32 {
var shadow = 0.0; var shadow = 0.0;
let samples_num = i32(u_shadow_settings.pcf_samples_num);
for (var i = 0; i < samples_num; i++) { for (var i = 0; i < samples_num; i++) {
let offset = tex_coords + u_pcf_poisson_disc[i] * uv_radius; let offset = tex_coords + u_pcf_poisson_disc[i] * uv_radius;
let new_coords = to_atlas_frame_coords(shadow_u, offset, false); let new_coords = to_atlas_frame_coords(shadow_u, offset, false);
@ -439,10 +440,15 @@ fn calc_shadow_point_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_
let region_coords = to_atlas_frame_coords(u, coords_2d, true); let region_coords = to_atlas_frame_coords(u, coords_2d, true);
shadow = textureSampleCompareLevel(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, region_coords, current_depth); shadow = textureSampleCompareLevel(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, region_coords, current_depth);
} }
// only PCF, PCSS is not supported so no need to check for it // PCSS
else if pcf_samples_num > 0u && pcss_blocker_search_samples > 0u {
shadow = pcss_dir_light(coords_2d, current_depth, u);
}
// only PCF
else if pcf_samples_num > 0u { else if pcf_samples_num > 0u {
let texel_size = 1.0 / f32(u.atlas_frame.width); let texel_size = 1.0 / f32(u.atlas_frame.width);
shadow = pcf_point_light(frag_to_light, current_depth, uniforms, pcf_samples_num, texel_size); shadow = pcf_point_light(frag_to_light, current_depth, uniforms, pcf_samples_num, 0.007);
//shadow = pcf_point_light(coords_2d, current_depth, u, pcf_samples_num, texel_size);
} }
// no filtering // no filtering
else { else {
@ -476,11 +482,11 @@ fn pcf_point_light(tex_coords: vec3<f32>, test_depth: f32, shadow_us: array<Ligh
return saturate(shadow); return saturate(shadow);
} }
fn pcf_spot_light(tex_coords: vec2<f32>, test_depth: f32, shadow_u: LightShadowMapUniform, samples_num: i32, uv_radius: f32) -> f32 { /*fn pcf_point_light(tex_coords: vec2<f32>, test_depth: f32, shadow_u: LightShadowMapUniform, samples_num: u32, uv_radius: f32) -> f32 {
var shadow = 0.0; var shadow = 0.0;
for (var i = 0; i < samples_num; i++) { for (var i = 0; i < i32(samples_num); i++) {
let offset = tex_coords + u_pcf_poisson_disc[i] * uv_radius; let offset = tex_coords + u_pcf_poisson_disc[i] * uv_radius;
let new_coords = to_atlas_frame_coords(shadow_u, offset, false); let new_coords = to_atlas_frame_coords(shadow_u, offset);
shadow += textureSampleCompare(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, new_coords, test_depth); shadow += textureSampleCompare(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, new_coords, test_depth);
} }
@ -488,57 +494,7 @@ fn pcf_spot_light(tex_coords: vec2<f32>, test_depth: f32, shadow_u: LightShadowM
// clamp shadow to [0; 1] // clamp shadow to [0; 1]
return saturate(shadow); return saturate(shadow);
} }*/
fn calc_shadow_spot_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_dir: vec3<f32>, light: Light) -> f32 {
let map_data: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index[0]];
let frag_pos_light_space = map_data.light_space_matrix * vec4<f32>(world_pos, 1.0);
var proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
// for some reason the y component is flipped 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;
// use a bias to avoid shadow acne
let current_depth = proj_coords.z - map_data.constant_depth_bias;
// get settings
let settings = get_shadow_settings(map_data);
let pcf_samples_num = settings.x;
let pcss_blocker_search_samples = settings.y;
var shadow = 0.0;
// hardware 2x2 PCF via camparison sampler
if pcf_samples_num == 2u {
let region_coords = to_atlas_frame_coords(map_data, xy_remapped, false);
shadow = textureSampleCompareLevel(t_shadow_maps_atlas, s_shadow_maps_atlas_compare, region_coords, current_depth);
}
// only PCF is supported for spot lights
else if pcf_samples_num > 0u {
let texel_size = 1.0 / f32(map_data.atlas_frame.width);
shadow = pcf_spot_light(xy_remapped, current_depth, map_data, i32(pcf_samples_num), texel_size);
}
// no filtering
else {
let region_coords = to_atlas_frame_coords(map_data, xy_remapped, false);
let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, region_coords, 0.0);
shadow = select(1.0, 0.0, current_depth > closest_depth);
}
// dont cast shadows outside the light's far plane
if (proj_coords.z > 1.0) {
shadow = 1.0;
}
// dont cast shadows if the texture coords would go past the shadow maps
if (xy_remapped.x > 1.0 || xy_remapped.x < 0.0 || xy_remapped.y > 1.0 || xy_remapped.y < 0.0) {
shadow = 1.0;
}
return shadow;
}
fn debug_grid(in: VertexOutput) -> vec4<f32> { fn debug_grid(in: VertexOutput) -> vec4<f32> {
let tile_index_float: vec2<f32> = in.clip_position.xy / 16.0; let tile_index_float: vec2<f32> = in.clip_position.xy / 16.0;
@ -618,7 +574,7 @@ fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_li
return (shadow * (ambient_color + diffuse_color + specular_color)) * point_light.intensity; return (shadow * (ambient_color + diffuse_color + specular_color)) * point_light.intensity;
} }
fn blinn_phong_spot_light(world_pos: vec3<f32>, world_norm: vec3<f32>, spot_light: Light, material: Material, specular_factor: vec3<f32>, shadow: f32) -> vec3<f32> { fn blinn_phong_spot_light(world_pos: vec3<f32>, world_norm: vec3<f32>, spot_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
let light_color = spot_light.color; let light_color = spot_light.color;
let light_pos = spot_light.position; let light_pos = spot_light.position;
let camera_view_pos = u_camera.position; let camera_view_pos = u_camera.position;
@ -659,8 +615,7 @@ fn blinn_phong_spot_light(world_pos: vec3<f32>, world_norm: vec3<f32>, spot_ligh
//// end of spot light attenuation //// //// end of spot light attenuation ////
//return /*ambient_color +*/ diffuse_color + specular_color; return /*ambient_color +*/ diffuse_color + specular_color;
return (shadow * (diffuse_color + specular_color));
} }
fn calc_attenuation(light: Light, distance: f32) -> f32 { fn calc_attenuation(light: Light, distance: f32) -> f32 {

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@ -24,10 +24,15 @@ struct LightShadowMapUniform {
@group(0) @binding(0) @group(0) @binding(0)
var<storage, read> u_light_shadow: array<LightShadowMapUniform>; 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) @group(1) @binding(0)
var<uniform> u_model_transform_data: TransformData; var<uniform> u_model_transform_data: TransformData;
struct VertexOutput { struct VertexOutput {
@builtin(position) @builtin(position)
clip_position: vec4<f32>, clip_position: vec4<f32>,

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@ -10,7 +10,7 @@ pub fn radians_to_degrees(radians: f32) -> f32 {
radians * 180.0 / PI radians * 180.0 / PI
} }
#[derive(Clone, Copy, Debug)] #[derive(Clone, Debug)]
pub enum Angle { pub enum Angle {
Degrees(f32), Degrees(f32),
Radians(f32), Radians(f32),
@ -68,18 +68,4 @@ impl std::ops::SubAssign for Angle {
Angle::Radians(r) => *r -= rhs.to_radians(), Angle::Radians(r) => *r -= rhs.to_radians(),
} }
} }
}
impl std::ops::Mul<f32> for Angle {
type Output = Angle;
fn mul(self, rhs: f32) -> Self::Output {
Angle::Radians(self.to_radians() * rhs)
}
}
impl std::ops::MulAssign<f32> for Angle {
fn mul_assign(&mut self, rhs: f32) {
*self = *self * rhs;
}
} }