pack directional shadow maps into a cubemap

shadows
cosmonaut 2020-08-27 22:57:15 -07:00
parent 28bc8c79e7
commit 3a89e9a091
7 changed files with 90 additions and 36 deletions

View File

@ -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"];
} }
} }
} }

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@ -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);
} }
} }
} }

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@ -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];

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@ -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++)

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@ -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);
} }
} }

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@ -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;