pack directional shadow maps into a cubemap
parent
28bc8c79e7
commit
3a89e9a091
|
@ -12,7 +12,6 @@ namespace Kav
|
||||||
EffectParameter shadowMapParam;
|
EffectParameter shadowMapParam;
|
||||||
|
|
||||||
EffectParameter eyePositionParam;
|
EffectParameter eyePositionParam;
|
||||||
EffectParameter lightSpaceMatrixParam;
|
|
||||||
|
|
||||||
PointLightCollection pointLightCollection;
|
PointLightCollection pointLightCollection;
|
||||||
DirectionalLightCollection directionalLightCollection;
|
DirectionalLightCollection directionalLightCollection;
|
||||||
|
@ -21,10 +20,9 @@ namespace Kav
|
||||||
public Texture2D GAlbedo { get; set; }
|
public Texture2D GAlbedo { get; set; }
|
||||||
public Texture2D GNormal { get; set; }
|
public Texture2D GNormal { get; set; }
|
||||||
public Texture2D GMetallicRoughness { get; set; }
|
public Texture2D GMetallicRoughness { get; set; }
|
||||||
public Texture2D ShadowMap { get; set; }
|
public TextureCube DirectionalShadowMap { get; set; }
|
||||||
|
|
||||||
public Vector3 EyePosition { get; set; }
|
public Vector3 EyePosition { get; set; }
|
||||||
public Matrix LightSpaceMatrix { get; set; }
|
|
||||||
|
|
||||||
public int MaxPointLights { get; } = 64;
|
public int MaxPointLights { get; } = 64;
|
||||||
|
|
||||||
|
@ -54,7 +52,8 @@ namespace Kav
|
||||||
|
|
||||||
DirectionalLights = new DirectionalLightCollection(
|
DirectionalLights = new DirectionalLightCollection(
|
||||||
Parameters["DirectionalLightDirections"],
|
Parameters["DirectionalLightDirections"],
|
||||||
Parameters["DirectionalLightColors"]
|
Parameters["DirectionalLightColors"],
|
||||||
|
Parameters["DirectionalLightMatrices"]
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -80,7 +79,8 @@ namespace Kav
|
||||||
|
|
||||||
DirectionalLights = new DirectionalLightCollection(
|
DirectionalLights = new DirectionalLightCollection(
|
||||||
Parameters["DirectionalLightDirections"],
|
Parameters["DirectionalLightDirections"],
|
||||||
Parameters["DirectionalLightColors"]
|
Parameters["DirectionalLightColors"],
|
||||||
|
Parameters["DirectionalLightMatrices"]
|
||||||
);
|
);
|
||||||
|
|
||||||
for (int i = 0; i < MaxDirectionalLights; i++)
|
for (int i = 0; i < MaxDirectionalLights; i++)
|
||||||
|
@ -100,10 +100,9 @@ namespace Kav
|
||||||
gAlbedoParam.SetValue(GAlbedo);
|
gAlbedoParam.SetValue(GAlbedo);
|
||||||
gNormalParam.SetValue(GNormal);
|
gNormalParam.SetValue(GNormal);
|
||||||
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
|
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
|
||||||
shadowMapParam.SetValue(ShadowMap);
|
shadowMapParam.SetValue(DirectionalShadowMap);
|
||||||
|
|
||||||
eyePositionParam.SetValue(EyePosition);
|
eyePositionParam.SetValue(EyePosition);
|
||||||
lightSpaceMatrixParam.SetValue(LightSpaceMatrix);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void CacheEffectParameters()
|
void CacheEffectParameters()
|
||||||
|
@ -115,8 +114,6 @@ namespace Kav
|
||||||
shadowMapParam = Parameters["shadowMap"];
|
shadowMapParam = Parameters["shadowMap"];
|
||||||
|
|
||||||
eyePositionParam = Parameters["EyePosition"];
|
eyePositionParam = Parameters["EyePosition"];
|
||||||
|
|
||||||
lightSpaceMatrixParam = Parameters["LightSpaceMatrix"];
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,14 +8,20 @@ namespace Kav
|
||||||
private readonly Vector3[] directions = new Vector3[4];
|
private readonly Vector3[] directions = new Vector3[4];
|
||||||
private readonly Vector3[] colors = new Vector3[4];
|
private readonly Vector3[] colors = new Vector3[4];
|
||||||
private readonly float[] intensities = new float[4];
|
private readonly float[] intensities = new float[4];
|
||||||
|
private readonly Matrix[] lightSpaceMatrices = new Matrix[4];
|
||||||
|
|
||||||
readonly EffectParameter lightDirectionsParam;
|
readonly EffectParameter lightDirectionsParam;
|
||||||
readonly EffectParameter lightColorsParam;
|
readonly EffectParameter lightColorsParam;
|
||||||
|
readonly EffectParameter lightSpaceMatricesParam;
|
||||||
|
|
||||||
public DirectionalLightCollection(EffectParameter lightDirectionsParam, EffectParameter lightColorsParam)
|
public DirectionalLightCollection(
|
||||||
{
|
EffectParameter lightDirectionsParam,
|
||||||
|
EffectParameter lightColorsParam,
|
||||||
|
EffectParameter lightSpaceMatricesParam
|
||||||
|
) {
|
||||||
this.lightDirectionsParam = lightDirectionsParam;
|
this.lightDirectionsParam = lightDirectionsParam;
|
||||||
this.lightColorsParam = lightColorsParam;
|
this.lightColorsParam = lightColorsParam;
|
||||||
|
this.lightSpaceMatricesParam = lightSpaceMatricesParam;
|
||||||
}
|
}
|
||||||
|
|
||||||
public DirectionalLight this[int i]
|
public DirectionalLight this[int i]
|
||||||
|
@ -39,8 +45,10 @@ namespace Kav
|
||||||
directions[i] = value.Direction;
|
directions[i] = value.Direction;
|
||||||
colors[i] = value.Color.ToVector3() * value.Intensity;
|
colors[i] = value.Color.ToVector3() * value.Intensity;
|
||||||
intensities[i] = value.Intensity;
|
intensities[i] = value.Intensity;
|
||||||
|
lightSpaceMatrices[i] = value.View * value.Projection;
|
||||||
lightDirectionsParam.SetValue(directions);
|
lightDirectionsParam.SetValue(directions);
|
||||||
lightColorsParam.SetValue(colors);
|
lightColorsParam.SetValue(colors);
|
||||||
|
lightSpaceMatricesParam.SetValue(lightSpaceMatrices);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Binary file not shown.
|
@ -8,7 +8,7 @@ DECLARE_TEXTURE(gPosition, 0);
|
||||||
DECLARE_TEXTURE(gAlbedo, 1);
|
DECLARE_TEXTURE(gAlbedo, 1);
|
||||||
DECLARE_TEXTURE(gNormal, 2);
|
DECLARE_TEXTURE(gNormal, 2);
|
||||||
DECLARE_TEXTURE(gMetallicRoughness, 3);
|
DECLARE_TEXTURE(gMetallicRoughness, 3);
|
||||||
DECLARE_TEXTURE(shadowMap, 4); // TODO: one map per directional light
|
DECLARE_CUBEMAP(shadowMap, 4);
|
||||||
|
|
||||||
BEGIN_CONSTANTS
|
BEGIN_CONSTANTS
|
||||||
|
|
||||||
|
@ -22,7 +22,7 @@ BEGIN_CONSTANTS
|
||||||
|
|
||||||
MATRIX_CONSTANTS
|
MATRIX_CONSTANTS
|
||||||
|
|
||||||
float4x4 LightSpaceMatrix _ps(c137) _cb(c137);
|
float4x4 DirectionalLightMatrices[MAX_DIRECTIONAL_LIGHTS] _ps(c137) _cb(c137);
|
||||||
|
|
||||||
END_CONSTANTS
|
END_CONSTANTS
|
||||||
|
|
||||||
|
@ -74,17 +74,56 @@ float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
|
||||||
return ggx1 * ggx2;
|
return ggx1 * ggx2;
|
||||||
}
|
}
|
||||||
|
|
||||||
float ComputeShadow(float4 positionLightSpace)
|
float3 ConvertCubeUVToXYZ(int index, float u, float v)
|
||||||
{
|
{
|
||||||
float bias = 0.01;
|
float uc = 2.0 * u - 1.0;
|
||||||
|
float vc = 2.0 * v - 1.0;
|
||||||
|
|
||||||
|
if (index == 0) { return float3(1.0, vc, -uc); }
|
||||||
|
if (index == 1) { return float3(-1.0, vc, uc); }
|
||||||
|
if (index == 2) { return float3(uc, 1.0, -vc); }
|
||||||
|
if (index == 3) { return float3(uc, -1.0, vc); }
|
||||||
|
if (index == 4) { return float3(uc, vc, -1.0); }
|
||||||
|
if (index == 5) { return float3(-uc, vc, 1.0); }
|
||||||
|
|
||||||
|
return float3(1.0, 0.0, 0.5);
|
||||||
|
}
|
||||||
|
|
||||||
|
float ComputeShadow(float4 positionLightSpace, int directionalLightIndex)
|
||||||
|
{
|
||||||
|
float bias = 0.001;
|
||||||
|
|
||||||
// maps to [-1, 1]
|
// maps to [-1, 1]
|
||||||
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
|
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
|
||||||
|
|
||||||
// maps to [0, 1]
|
float3 cubeMapSampleVector;
|
||||||
projectionCoords = (projectionCoords * 0.5) + 0.5;
|
|
||||||
|
|
||||||
float closestDepth = SAMPLE_TEXTURE(shadowMap, projectionCoords.xy).r;
|
if (directionalLightIndex == 0)
|
||||||
|
{
|
||||||
|
cubeMapSampleVector = float3(1.0f, projectionCoords.y, -projectionCoords.x);
|
||||||
|
}
|
||||||
|
else if (directionalLightIndex == 1)
|
||||||
|
{
|
||||||
|
cubeMapSampleVector = float3(-1.0f, projectionCoords.y, projectionCoords.x);
|
||||||
|
}
|
||||||
|
else if (directionalLightIndex == 2)
|
||||||
|
{
|
||||||
|
cubeMapSampleVector = float3(projectionCoords.x, 1.0f, projectionCoords.y);
|
||||||
|
}
|
||||||
|
else if (directionalLightIndex == 3)
|
||||||
|
{
|
||||||
|
cubeMapSampleVector = float3(projectionCoords.x, -1.0f, -projectionCoords.y);
|
||||||
|
}
|
||||||
|
else if (directionalLightIndex == 4)
|
||||||
|
{
|
||||||
|
cubeMapSampleVector = float3(projectionCoords.x, projectionCoords.y, 1.0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
cubeMapSampleVector = float3(-projectionCoords.x, projectionCoords.y, -1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float closestDepth = SAMPLE_CUBEMAP(shadowMap, cubeMapSampleVector).r;
|
||||||
float currentDepth = projectionCoords.z;
|
float currentDepth = projectionCoords.z;
|
||||||
|
|
||||||
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||||
|
@ -130,9 +169,6 @@ float4 ComputeColor(
|
||||||
float metallic,
|
float metallic,
|
||||||
float roughness
|
float roughness
|
||||||
) {
|
) {
|
||||||
float4 positionLightSpace = mul(float4(worldPosition, 1.0), LightSpaceMatrix);
|
|
||||||
float shadow = ComputeShadow(positionLightSpace);
|
|
||||||
|
|
||||||
float3 V = normalize(EyePosition - worldPosition);
|
float3 V = normalize(EyePosition - worldPosition);
|
||||||
float3 N = normalize(worldNormal);
|
float3 N = normalize(worldNormal);
|
||||||
|
|
||||||
|
@ -153,8 +189,11 @@ float4 ComputeColor(
|
||||||
}
|
}
|
||||||
|
|
||||||
// directional light
|
// directional light
|
||||||
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
|
for (int i = 0; i < 1; i++)
|
||||||
{
|
{
|
||||||
|
float4 positionLightSpace = mul(float4(worldPosition, 1.0), DirectionalLightMatrices[i]);
|
||||||
|
float shadow = ComputeShadow(positionLightSpace, i);
|
||||||
|
|
||||||
float3 lightDir = DirectionalLightDirections[i];
|
float3 lightDir = DirectionalLightDirections[i];
|
||||||
float3 radiance = DirectionalLightColors[i];
|
float3 radiance = DirectionalLightColors[i];
|
||||||
|
|
||||||
|
|
|
@ -207,7 +207,8 @@ namespace Kav
|
||||||
|
|
||||||
directionalLightCollection = new DirectionalLightCollection(
|
directionalLightCollection = new DirectionalLightCollection(
|
||||||
Parameters["LightDirections"],
|
Parameters["LightDirections"],
|
||||||
Parameters["DirectionLightColors"]
|
Parameters["DirectionLightColors"],
|
||||||
|
Parameters["DirectionalLightMatrices"]
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -232,7 +233,8 @@ namespace Kav
|
||||||
|
|
||||||
DirectionalLights = new DirectionalLightCollection(
|
DirectionalLights = new DirectionalLightCollection(
|
||||||
Parameters["LightDirections"],
|
Parameters["LightDirections"],
|
||||||
Parameters["DirectionLightColors"]
|
Parameters["DirectionLightColors"],
|
||||||
|
Parameters["DirectionalLightMatrices"]
|
||||||
);
|
);
|
||||||
|
|
||||||
for (int i = 0; i < MaxDirectionalLights; i++)
|
for (int i = 0; i < MaxDirectionalLights; i++)
|
||||||
|
|
|
@ -12,7 +12,7 @@ namespace Kav
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
return Matrix.CreateLookAt(Direction * 100f, Vector3.Zero, Vector3.Up);
|
return Matrix.CreateLookAt(Direction * 4.5f, Vector3.Zero, Vector3.Up);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -20,7 +20,7 @@ namespace Kav
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
return Matrix.CreateOrthographic(20f, 20f, 1f, 101f);
|
return Matrix.CreateOrthographic(20f, 20f, 1f, 7.5f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
28
Renderer.cs
28
Renderer.cs
|
@ -10,7 +10,7 @@ namespace Kav
|
||||||
private int RenderDimensionsX { get; }
|
private int RenderDimensionsX { get; }
|
||||||
private int RenderDimensionsY { get; }
|
private int RenderDimensionsY { get; }
|
||||||
|
|
||||||
private RenderTarget2D DepthRenderTarget { get; }
|
private RenderTargetCube DirectionalLightDepthTarget { get; }
|
||||||
private SimpleDepthEffect SimpleDepthEffect { get; }
|
private SimpleDepthEffect SimpleDepthEffect { get; }
|
||||||
|
|
||||||
private RenderTarget2D gPosition { get; }
|
private RenderTarget2D gPosition { get; }
|
||||||
|
@ -31,10 +31,9 @@ namespace Kav
|
||||||
RenderDimensionsX = renderDimensionsX;
|
RenderDimensionsX = renderDimensionsX;
|
||||||
RenderDimensionsY = renderDimensionsY;
|
RenderDimensionsY = renderDimensionsY;
|
||||||
|
|
||||||
DepthRenderTarget = new RenderTarget2D(
|
DirectionalLightDepthTarget = new RenderTargetCube(
|
||||||
GraphicsDevice,
|
GraphicsDevice,
|
||||||
renderDimensionsX,
|
1024,
|
||||||
renderDimensionsY,
|
|
||||||
false,
|
false,
|
||||||
SurfaceFormat.Single,
|
SurfaceFormat.Single,
|
||||||
DepthFormat.Depth24
|
DepthFormat.Depth24
|
||||||
|
@ -96,6 +95,13 @@ namespace Kav
|
||||||
|
|
||||||
GraphicsDevice.SetRenderTarget(deferredRenderTarget);
|
GraphicsDevice.SetRenderTarget(deferredRenderTarget);
|
||||||
graphicsDevice.Clear(Color.White);
|
graphicsDevice.Clear(Color.White);
|
||||||
|
|
||||||
|
for (int i = 0; i < 6; i++)
|
||||||
|
{
|
||||||
|
GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget, (CubeMapFace) i);
|
||||||
|
GraphicsDevice.Clear(Color.White);
|
||||||
|
}
|
||||||
|
|
||||||
GraphicsDevice.SetRenderTarget(null);
|
GraphicsDevice.SetRenderTarget(null);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -105,11 +111,13 @@ namespace Kav
|
||||||
IEnumerable<PointLight> pointLights,
|
IEnumerable<PointLight> pointLights,
|
||||||
IEnumerable<DirectionalLight> directionalLights
|
IEnumerable<DirectionalLight> directionalLights
|
||||||
) {
|
) {
|
||||||
|
var directionalLightIndex = 0;
|
||||||
|
|
||||||
foreach (var directionalLight in directionalLights)
|
foreach (var directionalLight in directionalLights)
|
||||||
{
|
{
|
||||||
DepthRender(modelTransforms, directionalLight);
|
if (directionalLightIndex > 5) { break; }
|
||||||
DeferredPBREffect.LightSpaceMatrix = directionalLight.View * directionalLight.Projection;
|
ShadowMapRender(modelTransforms, directionalLight, (CubeMapFace) directionalLightIndex);
|
||||||
break; // FIXME: this is a kludge
|
directionalLightIndex += 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
GraphicsDevice.SetRenderTargets(GBuffer);
|
GraphicsDevice.SetRenderTargets(GBuffer);
|
||||||
|
@ -157,7 +165,7 @@ namespace Kav
|
||||||
DeferredPBREffect.GAlbedo = gAlbedo;
|
DeferredPBREffect.GAlbedo = gAlbedo;
|
||||||
DeferredPBREffect.GNormal = gNormal;
|
DeferredPBREffect.GNormal = gNormal;
|
||||||
DeferredPBREffect.GMetallicRoughness = gMetallicRoughness;
|
DeferredPBREffect.GMetallicRoughness = gMetallicRoughness;
|
||||||
DeferredPBREffect.ShadowMap = DepthRenderTarget;
|
DeferredPBREffect.DirectionalShadowMap = DirectionalLightDepthTarget;
|
||||||
DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation;
|
DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation;
|
||||||
|
|
||||||
int i = 0;
|
int i = 0;
|
||||||
|
@ -182,9 +190,9 @@ namespace Kav
|
||||||
}
|
}
|
||||||
|
|
||||||
// for shadow mapping
|
// for shadow mapping
|
||||||
public void DepthRender(IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight)
|
public void ShadowMapRender(IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight, CubeMapFace face)
|
||||||
{
|
{
|
||||||
GraphicsDevice.SetRenderTarget(DepthRenderTarget);
|
GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget, face);
|
||||||
GraphicsDevice.Clear(Color.White);
|
GraphicsDevice.Clear(Color.White);
|
||||||
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
||||||
GraphicsDevice.BlendState = BlendState.Opaque;
|
GraphicsDevice.BlendState = BlendState.Opaque;
|
||||||
|
|
Loading…
Reference in New Issue