fix fragment depth being translated to clip space
parent
3540e098d5
commit
345ffaa247
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@ -75,21 +75,27 @@ float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
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float ComputeShadow(float4 positionLightSpace)
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{
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float bias = 0.01;
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float bias = 0.001; //0.005;
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// maps to [-1, 1]
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float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
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// maps to [0, 1]
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projectionCoords = (projectionCoords * 0.5) + 0.5;
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projectionCoords.x = (projectionCoords.x * 0.5) + 0.5;
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projectionCoords.y = (projectionCoords.y * 0.5) + 0.5;
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projectionCoords.y *= -1;
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float closestDepth = SAMPLE_TEXTURE(shadowMap, projectionCoords.xy).r;
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float currentDepth = projectionCoords.z;
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float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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return shadow;
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if (currentDepth - bias > closestDepth)
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{
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return 1.0;
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}
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else
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{
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return 0.0;
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}
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}
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float3 ComputeLight(
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@ -52,8 +52,8 @@ namespace Kav
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{
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if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
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{
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Matrix.Multiply(ref model, ref view, out Matrix modelView);
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Matrix.Multiply(ref modelView, ref projection, out Matrix worldViewProj);
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Matrix.Multiply(ref view, ref projection, out Matrix viewProjection);
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Matrix.Multiply(ref model, ref viewProjection, out Matrix worldViewProj);
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modelViewProjectionParam.SetValue(worldViewProj);
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35
Renderer.cs
35
Renderer.cs
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@ -181,32 +181,43 @@ namespace Kav
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var right = Vector3.Cross(Vector3.Up, directionalLight.Direction);
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var up = Vector3.Cross(directionalLight.Direction, right);
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var lightRotation = Matrix.CreateLookAt(Vector3.Zero, -directionalLight.Direction, up);
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var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
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Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
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Vector3 frustumCenter = Vector3.Zero;
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for (var i = 0; i < frustumCorners.Length; i++)
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{
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frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightRotation);
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frustumCenter += frustumCorners[i];
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}
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frustumCenter /= 8f;
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var lightView = Matrix.CreateLookAt(frustumCenter, frustumCenter - directionalLight.Direction, camera.View.Right);
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for (var i = 0; i < frustumCorners.Length; i++)
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{
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frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightView);
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}
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BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
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Vector3 boxSize = lightBox.Max - lightBox.Min;
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Vector3 halfBoxSize = boxSize * 0.5f;
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Vector3 lightPosition = lightBox.Min + halfBoxSize;
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lightPosition.Z = lightBox.Min.Z;
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lightPosition = Vector3.Transform(lightPosition, Matrix.Invert(lightRotation));
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Vector3 lightPosition = frustumCenter + directionalLight.Direction * -lightBox.Min.Z;
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//lightPosition.Z = lightBox.Min.Z;
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//lightPosition = Vector3.Transform(lightPosition, Matrix.Invert(lightRotation));
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//SimpleDepthEffect.View = Matrix.CreateLookAt(lightPosition, lightPosition - directionalLight.Direction, up);
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//SimpleDepthEffect.Projection = Matrix.CreateOrthographic(boxSize.X, boxSize.Y, -boxSize.Z, boxSize.Z);
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SimpleDepthEffect.View = Matrix.CreateLookAt(lightPosition, frustumCenter, camera.View.Right);
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SimpleDepthEffect.Projection = Matrix.CreateOrthographicOffCenter(lightBox.Min.X, lightBox.Max.X, lightBox.Min.Y, lightBox.Max.Y, 0, lightBox.Max.Z - lightBox.Min.Z);
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SimpleDepthEffect.View = directionalLight.View;
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SimpleDepthEffect.Projection = directionalLight.Projection;
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//SimpleDepthEffect.View = directionalLight.View;
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//SimpleDepthEffect.Projection = directionalLight.Projection;
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DeferredPBREffect.LightSpaceMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
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var globalShadowView = Matrix.CreateLookAt(frustumCenter + directionalLight.Direction * -0.5f, frustumCenter, camera.View.Right);
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var globalShadowProjection = Matrix.CreateOrthographic(1f, 1f, 0f, 1f);
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//var texScaleBias = Matrix.CreateScale(0.5f, -0.5f, 1f) * Matrix.CreateTranslation(0.5f, 0.5f, 0f);
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//DeferredPBREffect.LightSpaceMatrix = globalShadowView * globalShadowProjection; // * texScaleBias;
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foreach (var (model, transform) in modelTransforms)
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{
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foreach (var modelMesh in model.Meshes)
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