trying to tighten frustum but the sampling is broken

tight_frustum
cosmonaut 2020-09-07 23:50:49 -07:00
parent 9f6a32b8a0
commit 4d562f545b
13 changed files with 155 additions and 154 deletions

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@ -9,18 +9,25 @@ namespace Kav
EffectParameter gAlbedoParam;
EffectParameter gNormalParam;
EffectParameter gMetallicRoughnessParam;
EffectParameter shadowMapParam;
EffectParameter directionalShadowMapParam;
EffectParameter directionalLightDirectionParam;
EffectParameter directionalLightColorParam;
EffectParameter directionalLightMatrixParam;
EffectParameter eyePositionParam;
PointLightCollection pointLightCollection;
DirectionalLightCollection directionalLightCollection;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public Texture2D GNormal { get; set; }
public Texture2D GMetallicRoughness { get; set; }
public TextureCube DirectionalShadowMap { get; set; }
public Texture2D DirectionalShadowMap { get; set; }
public Vector3 DirectionalLightDirection { get; set; }
public Vector3 DirectionalLightColor { get; set; }
public Matrix DirectionalLightMatrix { get; set; }
public Vector3 EyePosition { get; set; }
@ -32,14 +39,6 @@ namespace Kav
private set { pointLightCollection = value; }
}
public int MaxDirectionalLights { get; } = 6;
public DirectionalLightCollection DirectionalLights
{
get { return directionalLightCollection; }
private set { directionalLightCollection = value; }
}
public DeferredPBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBREffect)
{
CacheEffectParameters();
@ -49,12 +48,6 @@ namespace Kav
Parameters["PointLightColors"],
MaxPointLights
);
DirectionalLights = new DirectionalLightCollection(
Parameters["DirectionalLightDirections"],
Parameters["DirectionalLightColors"],
Parameters["DirectionalLightMatrices"]
);
}
protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
@ -76,17 +69,6 @@ namespace Kav
{
PointLights[i] = cloneSource.PointLights[i];
}
DirectionalLights = new DirectionalLightCollection(
Parameters["DirectionalLightDirections"],
Parameters["DirectionalLightColors"],
Parameters["DirectionalLightMatrices"]
);
for (int i = 0; i < MaxDirectionalLights; i++)
{
DirectionalLights[i] = cloneSource.DirectionalLights[i];
}
}
public override Effect Clone()
@ -100,7 +82,11 @@ namespace Kav
gAlbedoParam.SetValue(GAlbedo);
gNormalParam.SetValue(GNormal);
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
shadowMapParam.SetValue(DirectionalShadowMap);
directionalShadowMapParam.SetValue(DirectionalShadowMap);
directionalLightDirectionParam.SetValue(DirectionalLightDirection);
directionalLightColorParam.SetValue(DirectionalLightColor);
directionalLightMatrixParam.SetValue(DirectionalLightMatrix);
eyePositionParam.SetValue(EyePosition);
}
@ -111,7 +97,11 @@ namespace Kav
gAlbedoParam = Parameters["gAlbedo"];
gNormalParam = Parameters["gNormal"];
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
shadowMapParam = Parameters["shadowMap"];
directionalShadowMapParam = Parameters["directionalShadowMap"];
directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
directionalLightColorParam = Parameters["DirectionalLightColor"];
directionalLightMatrixParam = Parameters["DirectionalLightMatrix"];
eyePositionParam = Parameters["EyePosition"];
}

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@ -8,7 +8,9 @@ namespace Kav
private readonly Vector3[] directions = new Vector3[6];
private readonly Vector3[] colors = new Vector3[6];
private readonly float[] intensities = new float[6];
private readonly Matrix[] lightSpaceMatrices = new Matrix[6];
private readonly Matrix[] viewMatrices = new Matrix[6];
private readonly Matrix[] projectionMatrices = new Matrix[6];
private readonly Matrix[] viewProjectionMatrices = new Matrix[6];
readonly EffectParameter lightDirectionsParam;
readonly EffectParameter lightColorsParam;
@ -24,6 +26,22 @@ namespace Kav
this.lightSpaceMatricesParam = lightSpaceMatricesParam;
}
public void SetMatrices(int index, Matrix view, Matrix projection)
{
viewMatrices[index] = view;
projectionMatrices[index] = projection;
}
public void Apply()
{
for (int i = 0; i < 6; i++)
{
viewProjectionMatrices[i] = viewMatrices[i] * projectionMatrices[i];
}
lightSpaceMatricesParam.SetValue(viewProjectionMatrices);
}
public DirectionalLight this[int i]
{
get
@ -45,10 +63,8 @@ namespace Kav
directions[i] = value.Direction;
colors[i] = value.Color.ToVector3() * value.Intensity;
intensities[i] = value.Intensity;
lightSpaceMatrices[i] = value.View * value.Projection;
lightDirectionsParam.SetValue(directions);
lightColorsParam.SetValue(colors);
lightSpaceMatricesParam.SetValue(lightSpaceMatrices);
}
}
}

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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 = 6;
DECLARE_TEXTURE(gPosition, 0);
DECLARE_TEXTURE(gAlbedo, 1);
DECLARE_TEXTURE(gNormal, 2);
DECLARE_TEXTURE(gMetallicRoughness, 3);
DECLARE_CUBEMAP(shadowMap, 4);
DECLARE_TEXTURE(directionalShadowMap, 4);
BEGIN_CONSTANTS
@ -17,21 +16,37 @@ 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(c135) _cb(c135);
float3 DirectionalLightDirection _ps(c129) _cb(c129);
float3 DirectionalLightColor _ps(c130) _cb(c130);
MATRIX_CONSTANTS
float4x4 DirectionalLightMatrices[MAX_DIRECTIONAL_LIGHTS] _ps(c141) _cb(c141);
float4x4 DirectionalLightMatrix _ps(c131) _cb(c131);
END_CONSTANTS
struct VertexInput
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
};
PixelInput main_vs(VertexInput input)
{
PixelInput output;
output.Position = input.Position;
output.TexCoord = input.TexCoord;
return output;
}
// Pixel Shader
float3 FresnelSchlick(float cosTheta, float3 F0)
@ -74,61 +89,22 @@ float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
return ggx1 * ggx2;
}
float3 ConvertCubeUVToXYZ(int index, float u, float v)
{
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 ComputeShadow(float4 positionLightSpace)
{
float bias = 0.001;
// maps to [-1, 1]
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
// map our UV sample coordinates to a cube map sample vector
float3 cubeMapSampleVector;
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;
//transform to [0, 1] range
projectionCoords = projectionCoords * 0.5 + 0.5;
float closestDepth = SAMPLE_TEXTURE(directionalShadowMap, positionLightSpace.xy).r;
float currentDepth = projectionCoords.z;
if (projectionCoords.z > 1.0) { return 0.0; }
float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
return shadow;
}
@ -179,7 +155,7 @@ float4 ComputeColor(
float3 Lo = float3(0.0, 0.0, 0.0);
// point light
// point lights
for (int i = 0; i < MAX_POINT_LIGHTS; i++)
{
float3 lightDir = PointLightPositions[i] - worldPosition;
@ -191,16 +167,13 @@ float4 ComputeColor(
}
// directional light
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
{
float4 positionLightSpace = mul(float4(worldPosition, 1.0), DirectionalLightMatrices[i]);
float shadow = ComputeShadow(positionLightSpace, i);
float4 positionLightSpace = mul(float4(worldPosition, 1.0), DirectionalLightMatrix);
float shadow = ComputeShadow(positionLightSpace);
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;
@ -232,6 +205,7 @@ Technique DeferredPBR
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
}
}

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@ -52,6 +52,8 @@
sampler Name##Sampler : register(s##index) = sampler_state { Texture = (Name); };
#define SAMPLE_TEXTURE(Name, texCoord) tex2D(Name##Sampler, texCoord)
#define SAMPLE_TEXTURE_LOD(Name, texCoord) tex2Dlod(Name##Sampler, texCoord)
#define SAMPLE_VERTEX_TEXTURE(Name, texCoord) tex2Dlod(Name##Sampler, float4(texCoord, 0, 0))
#define SAMPLE_CUBEMAP(Name, texCoord) texCUBE(Name##Sampler, texCoord)
#define SAMPLE_CUBEMAP_LOD(Name, texCoord) texCUBElod(Name##Sampler, texCoord)
#endif

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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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@ -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();
@ -65,15 +60,11 @@ 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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@ -0,0 +1,16 @@
using Microsoft.Xna.Framework;
namespace Kav.Extensions
{
public static class Vector3Extensions
{
public static Vector3 Floor(this Vector3 input)
{
var x = (float)System.Math.Floor(input.X);
var y = (float)System.Math.Floor(input.Y);
var z = (float)System.Math.Floor(input.Z);
return new Vector3(x, y, z);
}
}
}

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@ -7,11 +7,13 @@
<Copyright>Evan Hemsley 2020</Copyright>
<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
<AssemblyName>Kav</AssemblyName>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="../FNA/FNA.Core.csproj" />
<ProjectReference Include="../Smuggler/Smuggler.Core.csproj" />
<ProjectReference Include="../MoonTools.Bonk/Bonk/Bonk.csproj" />
</ItemGroup>
<ItemGroup>

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@ -7,11 +7,13 @@
<Copyright>Evan Hemsley 2020</Copyright>
<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
<AssemblyName>Kav</AssemblyName>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="../FNA/FNA.csproj" />
<ProjectReference Include="../Smuggler/Smuggler.Framework.csproj" />
<ProjectReference Include="../MoonTools.Bonk/Bonk/Bonk.csproj" />
</ItemGroup>
<ItemGroup>

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@ -8,22 +8,6 @@ namespace Kav
public Color Color { get; }
public float Intensity { get; }
public Matrix View
{
get
{
return Matrix.CreateLookAt((Direction * 5f), Vector3.Zero, Vector3.Up);
}
}
public Matrix Projection
{
get
{
return Matrix.CreateOrthographic(20f, 20f, 1f, 7.5f);
}
}
public DirectionalLight(Vector3 direction, Color color, float intensity = 1f)
{
Direction = direction;

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@ -1,4 +1,5 @@
using System.Collections.Generic;
using Kav.Extensions;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
@ -10,7 +11,7 @@ namespace Kav
private int RenderDimensionsX { get; }
private int RenderDimensionsY { get; }
private RenderTargetCube DirectionalLightDepthTarget { get; }
private RenderTarget2D DirectionalLightDepthTarget { get; }
private SimpleDepthEffect SimpleDepthEffect { get; }
private RenderTarget2D gPosition { get; }
@ -19,6 +20,8 @@ namespace Kav
private RenderTarget2D gMetallicRoughness { get; }
private RenderTarget2D deferredRenderTarget { get; }
private VertexBuffer fullscreenTriangle { get; }
private RenderTargetBinding[] GBuffer { get; }
private DeferredPBREffect DeferredPBREffect { get; }
@ -31,9 +34,10 @@ namespace Kav
RenderDimensionsX = renderDimensionsX;
RenderDimensionsY = renderDimensionsY;
DirectionalLightDepthTarget = new RenderTargetCube(
DirectionalLightDepthTarget = new RenderTarget2D(
GraphicsDevice,
1024,
1024,
false,
SurfaceFormat.Single,
DepthFormat.Depth24
@ -91,16 +95,20 @@ namespace Kav
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
fullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
fullscreenTriangle.SetData(new VertexPositionTexture[3] {
new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new VertexPositionTexture(new Vector3(-1, 3, 0), new Vector2(0, -2)),
new VertexPositionTexture(new Vector3(3, -1, 0), new Vector2(2, 0))
});
SpriteBatch = new SpriteBatch(GraphicsDevice);
GraphicsDevice.SetRenderTarget(deferredRenderTarget);
graphicsDevice.Clear(Color.White);
for (int i = 0; i < 6; i++)
{
GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget, (CubeMapFace) i);
GraphicsDevice.Clear(Color.White);
}
GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget);
GraphicsDevice.Clear(Color.White);
GraphicsDevice.SetRenderTarget(null);
}
@ -109,16 +117,15 @@ namespace Kav
Camera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
IEnumerable<PointLight> pointLights,
IEnumerable<DirectionalLight> directionalLights
DirectionalLight directionalLight
) {
var directionalLightIndex = 0;
var cameraViewProjectionMatrix = camera.View * camera.Projection;
foreach (var directionalLight in directionalLights)
{
if (directionalLightIndex > 5) { break; }
ShadowMapRender(modelTransforms, directionalLight, (CubeMapFace) directionalLightIndex);
directionalLightIndex += 1;
}
ShadowMapRender(
modelTransforms,
directionalLight,
cameraViewProjectionMatrix
);
GraphicsDevice.SetRenderTargets(GBuffer);
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
@ -165,7 +172,6 @@ namespace Kav
DeferredPBREffect.GAlbedo = gAlbedo;
DeferredPBREffect.GNormal = gNormal;
DeferredPBREffect.GMetallicRoughness = gMetallicRoughness;
DeferredPBREffect.DirectionalShadowMap = DirectionalLightDepthTarget;
DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation;
int i = 0;
@ -176,31 +182,53 @@ namespace Kav
i++;
}
i = 0;
foreach (var directionalLight in directionalLights)
{
if (i > DeferredPBREffect.MaxDirectionalLights) { break; }
DeferredPBREffect.DirectionalLights[i] = directionalLight;
i++;
}
DeferredPBREffect.DirectionalShadowMap = DirectionalLightDepthTarget;
DeferredPBREffect.DirectionalLightDirection = directionalLight.Direction;
DeferredPBREffect.DirectionalLightColor = directionalLight.Color.ToVector3() * directionalLight.Intensity;
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, DeferredPBREffect);
SpriteBatch.Draw(deferredRenderTarget, Vector2.Zero, Color.White);
SpriteBatch.End();
foreach (EffectPass pass in DeferredPBREffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(fullscreenTriangle);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
}
}
// for shadow mapping
public void ShadowMapRender(IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight, CubeMapFace face)
{
GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget, face);
public void ShadowMapRender(
IEnumerable<(Model, Matrix)> modelTransforms,
DirectionalLight directionalLight,
Matrix cameraViewProjectionMatrix
) {
GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget);
GraphicsDevice.Clear(Color.White);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
SimpleDepthEffect.View = directionalLight.View;
SimpleDepthEffect.Projection = directionalLight.Projection;
SimpleDepthEffect.Near = 0.1f; // FIXME: this is a kludge
SimpleDepthEffect.Far = 200f;
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(cameraViewProjectionMatrix);
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);
DeferredPBREffect.DirectionalLightMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
foreach (var (model, transform) in modelTransforms)
{