fix fragment depth being translated to clip space

pull/2/head
cosmonaut 2020-09-16 16:49:08 -07:00
parent 3540e098d5
commit 345ffaa247
4 changed files with 37 additions and 20 deletions

Binary file not shown.

View File

@ -75,21 +75,27 @@ float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
float ComputeShadow(float4 positionLightSpace) float ComputeShadow(float4 positionLightSpace)
{ {
float bias = 0.01; float bias = 0.001; //0.005;
// maps to [-1, 1] // maps to [-1, 1]
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w; float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
// maps to [0, 1] // maps to [0, 1]
projectionCoords = (projectionCoords * 0.5) + 0.5; projectionCoords.x = (projectionCoords.x * 0.5) + 0.5;
projectionCoords.y = (projectionCoords.y * 0.5) + 0.5;
projectionCoords.y *= -1; projectionCoords.y *= -1;
float closestDepth = SAMPLE_TEXTURE(shadowMap, projectionCoords.xy).r; float closestDepth = SAMPLE_TEXTURE(shadowMap, projectionCoords.xy).r;
float currentDepth = projectionCoords.z; float currentDepth = projectionCoords.z;
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0; if (currentDepth - bias > closestDepth)
{
return shadow; return 1.0;
}
else
{
return 0.0;
}
} }
float3 ComputeLight( float3 ComputeLight(

View File

@ -52,8 +52,8 @@ namespace Kav
{ {
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0) if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
{ {
Matrix.Multiply(ref model, ref view, out Matrix modelView); Matrix.Multiply(ref view, ref projection, out Matrix viewProjection);
Matrix.Multiply(ref modelView, ref projection, out Matrix worldViewProj); Matrix.Multiply(ref model, ref viewProjection, out Matrix worldViewProj);
modelViewProjectionParam.SetValue(worldViewProj); modelViewProjectionParam.SetValue(worldViewProj);

View File

@ -181,32 +181,43 @@ namespace Kav
var right = Vector3.Cross(Vector3.Up, directionalLight.Direction); var right = Vector3.Cross(Vector3.Up, directionalLight.Direction);
var up = Vector3.Cross(directionalLight.Direction, right); var up = Vector3.Cross(directionalLight.Direction, right);
var lightRotation = Matrix.CreateLookAt(Vector3.Zero, -directionalLight.Direction, up);
var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners(); Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
Vector3 frustumCenter = Vector3.Zero;
for (var i = 0; i < frustumCorners.Length; i++) for (var i = 0; i < frustumCorners.Length; i++)
{ {
frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightRotation); frustumCenter += frustumCorners[i];
}
frustumCenter /= 8f;
var lightView = Matrix.CreateLookAt(frustumCenter, frustumCenter - directionalLight.Direction, camera.View.Right);
for (var i = 0; i < frustumCorners.Length; i++)
{
frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightView);
} }
BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners); BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
Vector3 boxSize = lightBox.Max - lightBox.Min; Vector3 boxSize = lightBox.Max - lightBox.Min;
Vector3 halfBoxSize = boxSize * 0.5f; Vector3 halfBoxSize = boxSize * 0.5f;
Vector3 lightPosition = lightBox.Min + halfBoxSize; Vector3 lightPosition = frustumCenter + directionalLight.Direction * -lightBox.Min.Z;
lightPosition.Z = lightBox.Min.Z; //lightPosition.Z = lightBox.Min.Z;
lightPosition = Vector3.Transform(lightPosition, Matrix.Invert(lightRotation)); //lightPosition = Vector3.Transform(lightPosition, Matrix.Invert(lightRotation));
SimpleDepthEffect.View = Matrix.CreateLookAt(lightPosition, frustumCenter, camera.View.Right);
SimpleDepthEffect.Projection = Matrix.CreateOrthographicOffCenter(lightBox.Min.X, lightBox.Max.X, lightBox.Min.Y, lightBox.Max.Y, 0, lightBox.Max.Z - lightBox.Min.Z);
//SimpleDepthEffect.View = Matrix.CreateLookAt(lightPosition, lightPosition - directionalLight.Direction, up); //SimpleDepthEffect.View = directionalLight.View;
//SimpleDepthEffect.Projection = Matrix.CreateOrthographic(boxSize.X, boxSize.Y, -boxSize.Z, boxSize.Z); //SimpleDepthEffect.Projection = directionalLight.Projection;
SimpleDepthEffect.View = directionalLight.View;
SimpleDepthEffect.Projection = directionalLight.Projection;
DeferredPBREffect.LightSpaceMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection; DeferredPBREffect.LightSpaceMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
var globalShadowView = Matrix.CreateLookAt(frustumCenter + directionalLight.Direction * -0.5f, frustumCenter, camera.View.Right);
var globalShadowProjection = Matrix.CreateOrthographic(1f, 1f, 0f, 1f);
//var texScaleBias = Matrix.CreateScale(0.5f, -0.5f, 1f) * Matrix.CreateTranslation(0.5f, 0.5f, 0f);
//DeferredPBREffect.LightSpaceMatrix = globalShadowView * globalShadowProjection; // * texScaleBias;
foreach (var (model, transform) in modelTransforms) foreach (var (model, transform) in modelTransforms)
{ {
foreach (var modelMesh in model.Meshes) foreach (var modelMesh in model.Meshes)