Implement Shadows #24
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@ -124,13 +124,6 @@ fn setup_scene_plugin(game: &mut Game) {
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cube_gltf.wait_recurse_dependencies_load();
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cube_gltf.wait_recurse_dependencies_load();
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let cube_mesh = &cube_gltf.data_ref().unwrap().scenes[0];
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let cube_mesh = &cube_gltf.data_ref().unwrap().scenes[0];
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let platform_gltf = resman
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.request::<Gltf>("../assets/wood-platform.glb")
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.unwrap();
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platform_gltf.wait_recurse_dependencies_load();
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let platform_mesh = &platform_gltf.data_ref().unwrap().scenes[0];
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let palm_tree_platform_gltf = resman
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let palm_tree_platform_gltf = resman
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.request::<Gltf>("../assets/shadows-platform-palmtree.glb")
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.request::<Gltf>("../assets/shadows-platform-palmtree.glb")
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.unwrap();
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.unwrap();
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@ -189,6 +182,10 @@ fn setup_scene_plugin(game: &mut Game) {
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color: Vec3::new(1.0, 0.95, 0.9),
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color: Vec3::new(1.0, 0.95, 0.9),
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intensity: 0.9,
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intensity: 0.9,
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},
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},
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ShadowCasterSettings {
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filtering_mode: ShadowFilteringMode::Pcss,
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..Default::default()
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},
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light_tran,
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light_tran,
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));
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));
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@ -256,7 +256,8 @@ impl ShadowMapsPass {
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has_shadow_settings,
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has_shadow_settings,
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pcf_samples_num: u.pcf_samples_num,
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pcf_samples_num: u.pcf_samples_num,
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pcss_blocker_search_samples: u.pcss_blocker_search_samples,
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pcss_blocker_search_samples: u.pcss_blocker_search_samples,
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_padding2: [0; 2],
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constant_depth_bias: DEFAULT_CONSTANT_DEPTH_BIAS * shadow_settings.constant_depth_bias_scale,
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_padding2: 0,
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};
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};
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let uniform_index = self.light_uniforms_buffer.insert(queue, &u);
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let uniform_index = self.light_uniforms_buffer.insert(queue, &u);
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@ -348,7 +349,8 @@ impl ShadowMapsPass {
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has_shadow_settings,
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has_shadow_settings,
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pcf_samples_num: u.pcf_samples_num,
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pcf_samples_num: u.pcf_samples_num,
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pcss_blocker_search_samples: u.pcss_blocker_search_samples,
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pcss_blocker_search_samples: u.pcss_blocker_search_samples,
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_padding2: [0; 2],
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constant_depth_bias: DEFAULT_CONSTANT_DEPTH_BIAS * shadow_settings.constant_depth_bias_scale,
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_padding2: 0,
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},
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},
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);
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);
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indices[i] = uniform_i;
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indices[i] = uniform_i;
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@ -594,6 +596,11 @@ impl Node for ShadowMapsPass {
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}
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}
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let settings = *world.get_resource::<ShadowCasterSettings>();
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let settings = *world.get_resource::<ShadowCasterSettings>();
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if settings.use_back_faces {
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// TODO: shadow maps rendering with back faces
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todo!("render with back faces");
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}
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self.render_meshes = world.try_get_resource_data::<RenderMeshes>();
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self.render_meshes = world.try_get_resource_data::<RenderMeshes>();
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self.transform_buffers = world.try_get_resource_data::<TransformBuffers>();
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self.transform_buffers = world.try_get_resource_data::<TransformBuffers>();
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self.mesh_buffers = world.try_get_resource_data::<RenderAssets<MeshBufferStorage>>();
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self.mesh_buffers = world.try_get_resource_data::<RenderAssets<MeshBufferStorage>>();
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@ -888,8 +895,15 @@ pub struct ShadowCasterSettings {
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pub pcss_blocker_search_samples: u32,
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pub pcss_blocker_search_samples: u32,
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pub near_plane: f32,
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pub near_plane: f32,
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pub far_plane: f32,
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pub far_plane: f32,
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/// The scale of the constant shadow depth bias.
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///
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/// This scale will be multiplied by the default constant depth bias value of 0.001.
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pub constant_depth_bias_scale: f32,
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pub use_back_faces: bool,
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}
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}
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const DEFAULT_CONSTANT_DEPTH_BIAS: f32 = 0.001;
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impl Default for ShadowCasterSettings {
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impl Default for ShadowCasterSettings {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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@ -898,6 +912,8 @@ impl Default for ShadowCasterSettings {
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pcss_blocker_search_samples: 25,
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pcss_blocker_search_samples: 25,
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near_plane: 0.1,
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near_plane: 0.1,
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far_plane: 45.0,
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far_plane: 45.0,
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constant_depth_bias_scale: 1.0,
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use_back_faces: false,
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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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@ -917,7 +933,8 @@ pub struct LightShadowUniform {
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has_shadow_settings: u32,
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has_shadow_settings: u32,
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pcf_samples_num: u32,
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pcf_samples_num: u32,
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pcss_blocker_search_samples: u32,
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pcss_blocker_search_samples: u32,
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_padding2: [u32; 2],
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constant_depth_bias: f32,
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_padding2: u32,
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}
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}
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/// A component that stores the ID of a shadow map in the shadow map atlas for the entities.
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/// A component that stores the ID of a shadow map in the shadow map atlas for the entities.
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@ -123,6 +123,7 @@ struct LightShadowMapUniform {
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has_shadow_settings: u32,
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has_shadow_settings: u32,
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pcf_samples_num: u32,
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pcf_samples_num: u32,
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pcss_blocker_search_samples: u32,
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pcss_blocker_search_samples: u32,
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constant_depth_bias: f32,
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}
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}
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struct ShadowSettingsUniform {
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struct ShadowSettingsUniform {
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@ -277,8 +278,7 @@ fn calc_shadow_dir_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_di
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let xy_remapped = proj_coords.xy * 0.5 + 0.5;
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let xy_remapped = proj_coords.xy * 0.5 + 0.5;
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// use a bias to avoid shadow acne
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// use a bias to avoid shadow acne
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let bias = 0.005;//max(0.05 * (1.0 - dot(normal, light_dir)), 0.005);
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let current_depth = proj_coords.z - map_data.constant_depth_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(map_data);
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let settings = get_shadow_settings(map_data);
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@ -427,7 +427,7 @@ fn calc_shadow_point_light(world_pos: vec3<f32>, world_normal: vec3<f32>, light_
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var current_depth = length(frag_to_light);
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var current_depth = length(frag_to_light);
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current_depth /= u.far_plane;
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current_depth /= u.far_plane;
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current_depth -= 0.005; // TODO: find a better way to calculate bias
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current_depth -= u.constant_depth_bias;
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// get settings
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// get settings
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let settings = get_shadow_settings(u);
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let settings = get_shadow_settings(u);
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@ -19,6 +19,7 @@ struct LightShadowMapUniform {
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has_shadow_settings: u32,
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has_shadow_settings: u32,
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pcf_samples_num: u32,
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pcf_samples_num: u32,
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pcss_blocker_search_samples: u32,
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pcss_blocker_search_samples: u32,
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constant_depth_bias: f32,
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}
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}
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@group(0) @binding(0)
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@group(0) @binding(0)
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|
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