drawing shadows with fixed projection

pull/2/head
cosmonaut 2020-09-16 12:58:23 -07:00
parent 28bc8c79e7
commit 3540e098d5
10 changed files with 59 additions and 166 deletions

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@ -1,8 +0,0 @@
namespace Kav
{
public interface DirectionalLightEffect
{
int MaxDirectionalLights { get; }
DirectionalLightCollection DirectionalLights { get; }
}
}

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@ -11,11 +11,13 @@ namespace Kav
EffectParameter gMetallicRoughnessParam;
EffectParameter shadowMapParam;
EffectParameter directionalLightColorParam;
EffectParameter directionalLightDirectionParam;
EffectParameter eyePositionParam;
EffectParameter lightSpaceMatrixParam;
PointLightCollection pointLightCollection;
DirectionalLightCollection directionalLightCollection;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
@ -23,9 +25,12 @@ namespace Kav
public Texture2D GMetallicRoughness { get; set; }
public Texture2D ShadowMap { get; set; }
public Vector3 EyePosition { get; set; }
public Vector3 DirectionalLightColor { get; set; }
public Vector3 DirectionalLightDirection { get; set; }
public Matrix LightSpaceMatrix { get; set; }
public Vector3 EyePosition { get; set; }
public int MaxPointLights { get; } = 64;
public PointLightCollection PointLights
@ -34,14 +39,6 @@ namespace Kav
private set { pointLightCollection = value; }
}
public int MaxDirectionalLights { get; } = 4;
public DirectionalLightCollection DirectionalLights
{
get { return directionalLightCollection; }
private set { directionalLightCollection = value; }
}
public DeferredPBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBREffect)
{
CacheEffectParameters();
@ -51,11 +48,6 @@ namespace Kav
Parameters["PointLightColors"],
MaxPointLights
);
DirectionalLights = new DirectionalLightCollection(
Parameters["DirectionalLightDirections"],
Parameters["DirectionalLightColors"]
);
}
protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
@ -77,16 +69,6 @@ namespace Kav
{
PointLights[i] = cloneSource.PointLights[i];
}
DirectionalLights = new DirectionalLightCollection(
Parameters["DirectionalLightDirections"],
Parameters["DirectionalLightColors"]
);
for (int i = 0; i < MaxDirectionalLights; i++)
{
DirectionalLights[i] = cloneSource.DirectionalLights[i];
}
}
public override Effect Clone()
@ -102,6 +84,9 @@ namespace Kav
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
shadowMapParam.SetValue(ShadowMap);
directionalLightColorParam.SetValue(DirectionalLightColor);
directionalLightDirectionParam.SetValue(DirectionalLightDirection);
eyePositionParam.SetValue(EyePosition);
lightSpaceMatrixParam.SetValue(LightSpaceMatrix);
}
@ -114,9 +99,11 @@ namespace Kav
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
shadowMapParam = Parameters["shadowMap"];
eyePositionParam = Parameters["EyePosition"];
directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
directionalLightColorParam = Parameters["DirectionalLightColor"];
lightSpaceMatrixParam = Parameters["LightSpaceMatrix"];
eyePositionParam = Parameters["EyePosition"];
}
}
}

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@ -1,47 +0,0 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DirectionalLightCollection
{
private readonly Vector3[] directions = new Vector3[4];
private readonly Vector3[] colors = new Vector3[4];
private readonly float[] intensities = new float[4];
readonly EffectParameter lightDirectionsParam;
readonly EffectParameter lightColorsParam;
public DirectionalLightCollection(EffectParameter lightDirectionsParam, EffectParameter lightColorsParam)
{
this.lightDirectionsParam = lightDirectionsParam;
this.lightColorsParam = lightColorsParam;
}
public DirectionalLight this[int i]
{
get
{
var color = colors[i] / intensities[i];
return new DirectionalLight(
directions[i],
new Color(
color.X,
color.Y,
color.Z,
1f
),
intensities[i]
);
}
set
{
directions[i] = value.Direction;
colors[i] = value.Color.ToVector3() * value.Intensity;
intensities[i] = value.Intensity;
lightDirectionsParam.SetValue(directions);
lightColorsParam.SetValue(colors);
}
}
}
}

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@ -2,13 +2,12 @@
static const float PI = 3.141592653589793;
static const int MAX_POINT_LIGHTS = 64;
static const int MAX_DIRECTIONAL_LIGHTS = 4;
DECLARE_TEXTURE(gPosition, 0);
DECLARE_TEXTURE(gAlbedo, 1);
DECLARE_TEXTURE(gNormal, 2);
DECLARE_TEXTURE(gMetallicRoughness, 3);
DECLARE_TEXTURE(shadowMap, 4); // TODO: one map per directional light
DECLARE_TEXTURE(shadowMap, 4);
BEGIN_CONSTANTS
@ -17,12 +16,12 @@ BEGIN_CONSTANTS
float3 PointLightPositions[MAX_POINT_LIGHTS] _ps(c1) _cb(c1);
float3 PointLightColors[MAX_POINT_LIGHTS] _ps(c65) _cb(c65);
float3 DirectionalLightDirections[MAX_DIRECTIONAL_LIGHTS] _ps(c129) _cb(c129);
float3 DirectionalLightColors[MAX_DIRECTIONAL_LIGHTS] _ps(c133) _cb(c133);
float3 DirectionalLightDirection _ps(c129) _cb(c129);
float3 DirectionalLightColor _ps(c130) _cb(c130);
MATRIX_CONSTANTS
float4x4 LightSpaceMatrix _ps(c137) _cb(c137);
float4x4 LightSpaceMatrix _ps(c131) _cb(c131);
END_CONSTANTS
@ -83,6 +82,7 @@ float ComputeShadow(float4 positionLightSpace)
// maps to [0, 1]
projectionCoords = (projectionCoords * 0.5) + 0.5;
projectionCoords.y *= -1;
float closestDepth = SAMPLE_TEXTURE(shadowMap, projectionCoords.xy).r;
float currentDepth = projectionCoords.z;
@ -153,13 +153,10 @@ float4 ComputeColor(
}
// directional light
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
{
float3 lightDir = DirectionalLightDirections[i];
float3 radiance = DirectionalLightColors[i];
float3 lightDir = DirectionalLightDirection;
float3 radiance = DirectionalLightColor;
Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness, (1.0 - shadow));
}
Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness, (1.0 - shadow));
float3 ambient = float3(0.03, 0.03, 0.03) * albedo; // * AO;
float3 color = ambient + Lo;

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@ -3,8 +3,6 @@
BEGIN_CONSTANTS
float4x4 ModelViewProjection _vs(c0) _cb(c0);
float near _vs(c4) _cb(c4);
float far _vs(c5) _cb(c5);
MATRIX_CONSTANTS
@ -26,9 +24,7 @@ VertexShaderOutput main_vs(VertexShaderInput input)
VertexShaderOutput output;
output.Position = mul(input.Position, ModelViewProjection);
output.Depth = output.Position.z / output.Position.w;
output.Depth = (output.Depth * 0.5) + 0.5;
return output;
}

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@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class PBREffect : Effect, TransformEffect, PointLightEffect, DirectionalLightEffect
public class PBREffect : Effect, TransformEffect, PointLightEffect
{
EffectParameter worldParam;
EffectParameter worldViewProjectionParam;
@ -31,7 +31,6 @@ namespace Kav
Matrix view = Matrix.Identity;
Matrix projection = Matrix.Identity;
PointLightCollection pointLightCollection;
DirectionalLightCollection directionalLightCollection;
Vector3 albedo;
float metallic;
@ -84,14 +83,6 @@ namespace Kav
private set { pointLightCollection = value; }
}
public int MaxDirectionalLights { get; } = 4;
public DirectionalLightCollection DirectionalLights
{
get { return directionalLightCollection; }
private set { directionalLightCollection = value; }
}
public Vector3 Albedo
{
get { return albedo; }
@ -204,11 +195,6 @@ namespace Kav
Parameters["PositionLightColors"],
MaxPointLights
);
directionalLightCollection = new DirectionalLightCollection(
Parameters["LightDirections"],
Parameters["DirectionLightColors"]
);
}
protected PBREffect(PBREffect cloneSource) : base(cloneSource)
@ -230,16 +216,6 @@ namespace Kav
PointLights[i] = cloneSource.PointLights[i];
}
DirectionalLights = new DirectionalLightCollection(
Parameters["LightDirections"],
Parameters["DirectionLightColors"]
);
for (int i = 0; i < MaxDirectionalLights; i++)
{
DirectionalLights[i] = cloneSource.DirectionalLights[i];
}
AlbedoTexture = cloneSource.AlbedoTexture;
NormalTexture = cloneSource.NormalTexture;
EmissionTexture = cloneSource.EmissionTexture;

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@ -6,8 +6,6 @@ namespace Kav
public class SimpleDepthEffect : Effect
{
EffectParameter modelViewProjectionParam;
EffectParameter nearParam;
EffectParameter farParam;
Matrix model;
Matrix view;
@ -45,9 +43,6 @@ namespace Kav
}
}
public float Near { get; set; }
public float Far { get; set; }
public SimpleDepthEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.SimpleDepthEffect)
{
CacheEffectParameters();
@ -64,16 +59,11 @@ namespace Kav
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
}
nearParam.SetValue(Near);
farParam.SetValue(Far);
}
private void CacheEffectParameters()
{
modelViewProjectionParam = Parameters["ModelViewProjection"];
nearParam = Parameters["near"];
farParam = Parameters["far"];
}
}
}

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@ -10,7 +10,7 @@ namespace Kav
private int RenderDimensionsX { get; }
private int RenderDimensionsY { get; }
private RenderTarget2D DepthRenderTarget { get; }
private RenderTarget2D ShadowRenderTarget { get; }
private SimpleDepthEffect SimpleDepthEffect { get; }
private RenderTarget2D gPosition { get; }
@ -31,10 +31,10 @@ namespace Kav
RenderDimensionsX = renderDimensionsX;
RenderDimensionsY = renderDimensionsY;
DepthRenderTarget = new RenderTarget2D(
ShadowRenderTarget = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY,
1024,
1024,
false,
SurfaceFormat.Single,
DepthFormat.Depth24
@ -103,14 +103,9 @@ namespace Kav
Camera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
IEnumerable<PointLight> pointLights,
IEnumerable<DirectionalLight> directionalLights
DirectionalLight directionalLight
) {
foreach (var directionalLight in directionalLights)
{
DepthRender(modelTransforms, directionalLight);
DeferredPBREffect.LightSpaceMatrix = directionalLight.View * directionalLight.Projection;
break; // FIXME: this is a kludge
}
ShadowMapRender(camera, modelTransforms, directionalLight);
GraphicsDevice.SetRenderTargets(GBuffer);
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
@ -157,7 +152,7 @@ namespace Kav
DeferredPBREffect.GAlbedo = gAlbedo;
DeferredPBREffect.GNormal = gNormal;
DeferredPBREffect.GMetallicRoughness = gMetallicRoughness;
DeferredPBREffect.ShadowMap = DepthRenderTarget;
DeferredPBREffect.ShadowMap = ShadowRenderTarget;
DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation;
int i = 0;
@ -168,13 +163,8 @@ namespace Kav
i++;
}
i = 0;
foreach (var directionalLight in directionalLights)
{
if (i > DeferredPBREffect.MaxDirectionalLights) { break; }
DeferredPBREffect.DirectionalLights[i] = directionalLight;
i++;
}
DeferredPBREffect.DirectionalLightColor = directionalLight.Color.ToVector3() * directionalLight.Intensity;
DeferredPBREffect.DirectionalLightDirection = directionalLight.Direction;
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, DeferredPBREffect);
SpriteBatch.Draw(deferredRenderTarget, Vector2.Zero, Color.White);
@ -182,17 +172,40 @@ namespace Kav
}
// for shadow mapping
public void DepthRender(IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight)
public void ShadowMapRender(Camera camera, IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight)
{
GraphicsDevice.SetRenderTarget(DepthRenderTarget);
GraphicsDevice.SetRenderTarget(ShadowRenderTarget);
GraphicsDevice.Clear(Color.White);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
var right = Vector3.Cross(Vector3.Up, directionalLight.Direction);
var up = Vector3.Cross(directionalLight.Direction, right);
var lightRotation = Matrix.CreateLookAt(Vector3.Zero, -directionalLight.Direction, up);
var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
for (var i = 0; i < frustumCorners.Length; i++)
{
frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightRotation);
}
BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
Vector3 boxSize = lightBox.Max - lightBox.Min;
Vector3 halfBoxSize = boxSize * 0.5f;
Vector3 lightPosition = lightBox.Min + halfBoxSize;
lightPosition.Z = lightBox.Min.Z;
lightPosition = Vector3.Transform(lightPosition, Matrix.Invert(lightRotation));
//SimpleDepthEffect.View = Matrix.CreateLookAt(lightPosition, lightPosition - directionalLight.Direction, up);
//SimpleDepthEffect.Projection = Matrix.CreateOrthographic(boxSize.X, boxSize.Y, -boxSize.Z, boxSize.Z);
SimpleDepthEffect.View = directionalLight.View;
SimpleDepthEffect.Projection = directionalLight.Projection;
SimpleDepthEffect.Near = 0.1f; // FIXME: this is a kludge
SimpleDepthEffect.Far = 200f;
DeferredPBREffect.LightSpaceMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
foreach (var (model, transform) in modelTransforms)
{
@ -266,17 +279,6 @@ namespace Kav
}
}
if (meshPart.Effect is DirectionalLightEffect directionalLightEffect)
{
int i = 0;
foreach (var directionalLight in directionalLights)
{
if (i > directionalLightEffect.MaxDirectionalLights) { break; }
directionalLightEffect.DirectionalLights[i] = directionalLight;
i++;
}
}
foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
{
pass.Apply();