Basic fog lighting, refactoring
This commit is contained in:
parent
5a8dec8d02
commit
1c0b9aa63f
10 changed files with 203 additions and 124 deletions
|
@ -9,3 +9,5 @@ const FOG_MAX_STEPS = 20;
|
|||
const FOG_MAX_DIST = 300.0;
|
||||
const FOG_SCALE = 0.01;
|
||||
const FOG_DENSITY = 1.0;
|
||||
const FOG_ALPHA = 1.0;
|
||||
const FOG_BLEND_DIST = 10.0;
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
#include globals.wgsl
|
||||
#include constants.wgsl
|
||||
#include globals.wgsl
|
||||
#include light.wgsl
|
||||
#include noise.wgsl
|
||||
|
||||
struct FogVertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) world_position: vec3<f32>,
|
||||
@location(0) world_position: vec4<f32>,
|
||||
@location(1) light_world_position: vec3<f32>,
|
||||
}
|
||||
|
||||
|
@ -26,7 +27,7 @@ fn vs_main(
|
|||
|
||||
var out: FogVertexOutput;
|
||||
out.clip_position = camera.proj * camera.view * world_position;
|
||||
out.world_position = world_position.xyz / world_position.w;
|
||||
out.world_position = world_position;
|
||||
out.light_world_position = light.position;
|
||||
|
||||
return out;
|
||||
|
@ -72,9 +73,11 @@ fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
|
|||
var depth = 0.0;
|
||||
for (var i = 0; i < FOG_MAX_STEPS; i++)
|
||||
{
|
||||
let noise = fog_noise(origin + direction * depth);
|
||||
depth += FOG_MAX_DIST / f32(FOG_MAX_STEPS);
|
||||
let p = origin + direction * depth;
|
||||
density += fog_noise(p) * FOG_DENSITY / f32(FOG_MAX_STEPS);
|
||||
let blend = min(depth / FOG_BLEND_DIST, 1.0);
|
||||
let contribution = FOG_DENSITY / f32(FOG_MAX_STEPS);
|
||||
density += blend * noise * contribution;
|
||||
if (density >= 1.0)
|
||||
{
|
||||
density = 1.0;
|
||||
|
@ -88,7 +91,6 @@ fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
|
|||
return density;
|
||||
}
|
||||
|
||||
// FIXME: always 0???
|
||||
fn scene_depth(clip_position: vec4<f32>) -> f32 {
|
||||
if (clip_position.w <= 0.0) {
|
||||
return 0.0;
|
||||
|
@ -96,24 +98,76 @@ fn scene_depth(clip_position: vec4<f32>) -> f32 {
|
|||
|
||||
let ndc = clip_position.xy / clip_position.w;
|
||||
let uv = ndc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
|
||||
return textureSample(t_geometry_depth, s_geometry_depth, uv);
|
||||
let depth = textureSample(t_geometry_depth, s_geometry_depth, uv);
|
||||
|
||||
// convert to linear [near, far] range
|
||||
let z_near = camera.planes.x;
|
||||
let z_far = camera.planes.y;
|
||||
return z_near * z_far / (z_far + depth * (z_near - z_far));
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
|
||||
var color = vec4<f32>(0.5, 0.5, 0.5, 1.0);
|
||||
|
||||
let cam_to_volume = vert.world_position.xyz - camera.position.xyz;
|
||||
let distance_to_volume = length(cam_to_volume);
|
||||
let direction = cam_to_volume / distance_to_volume;
|
||||
// TODO: pass near and far plane in uniforms
|
||||
let geometry_depth = scene_depth(vert.clip_position) * (3000.0 - 1.0) + 1.0 - distance_to_volume;
|
||||
if (geometry_depth <= 0.0)
|
||||
{
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
// FIXME: t_geometry_depth is 0
|
||||
// let geometry_depth = scene_depth(vert.clip_position) - distance_to_volume;
|
||||
// if (geometry_depth <= 0.0)
|
||||
// {
|
||||
// return vec4<f32>(0.0);
|
||||
// }
|
||||
let geometry_depth = 3000.0;
|
||||
let density = ray_march(vert.world_position.xyz, direction, geometry_depth);
|
||||
color.a *= density;
|
||||
|
||||
return color;
|
||||
var in_light = 0.0;
|
||||
if (global_uniforms.use_shadowmaps > 0u) {
|
||||
for (var i: i32 = 0; i < 6; i++) {
|
||||
let light_coords = light.matrices[i] * vert.world_position;
|
||||
let light_dir = normalize(light_coords.xyz);
|
||||
let bias = 0.01;
|
||||
// z can never be smaller than this inside 90 degree frustum
|
||||
if (light_dir.z < INV_SQRT_3 - bias) {
|
||||
continue;
|
||||
}
|
||||
// x and y can never be larger than this inside frustum
|
||||
if (abs(light_dir.y) > INV_SQRT_2 + bias) {
|
||||
continue;
|
||||
}
|
||||
if (abs(light_dir.x) > INV_SQRT_2 + bias) {
|
||||
continue;
|
||||
}
|
||||
|
||||
in_light = sample_direct_light(i, light_coords);
|
||||
// TODO should break even if 0 since we're inside frustum.
|
||||
// See if causes issues with bias overlap between directions.
|
||||
if (in_light > 0.0) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
in_light = 1.0;
|
||||
}
|
||||
|
||||
var color = vec3<f32>(0.5, 0.5, 0.5);
|
||||
let ambient_strength = 0.02;
|
||||
let ambient_color = color * ambient_strength;
|
||||
|
||||
var radiance = vec3<f32>(0.0);
|
||||
if (in_light > 0.0) {
|
||||
// attenuation
|
||||
let light_dist = length(light.position - vert.world_position.xyz);
|
||||
let coef_a = 0.0;
|
||||
let coef_b = 1.0;
|
||||
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
|
||||
|
||||
radiance = light.color.rgb * light.color.a * light_attenuation * in_light;
|
||||
}
|
||||
|
||||
var result = ambient_color + radiance;
|
||||
|
||||
// tonemap
|
||||
result = result / (result + vec3(1.0));
|
||||
|
||||
return vec4(result, density * FOG_ALPHA);
|
||||
}
|
||||
|
|
|
@ -5,6 +5,7 @@ struct CameraUniform {
|
|||
proj: mat4x4<f32>,
|
||||
inv_view_proj: mat4x4<f32>,
|
||||
position: vec4<f32>,
|
||||
planes: vec4<f32>,
|
||||
}
|
||||
@group(0) @binding(0)
|
||||
var<uniform> camera: CameraUniform;
|
||||
|
|
|
@ -1,26 +1,29 @@
|
|||
#include globals.wgsl
|
||||
fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
|
||||
if (light_coords.w <= 0.0) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
struct LightVertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
};
|
||||
let flip_correction = vec2<f32>(0.5, -0.5);
|
||||
let proj_correction = 1.0 / light_coords.w;
|
||||
let light_local = light_coords.xy * flip_correction * proj_correction + vec2<f32>(0.5, 0.5);
|
||||
let bias = 0.000001;
|
||||
let reference_depth = light_coords.z * proj_correction - bias;
|
||||
|
||||
struct LightVertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) color: vec3<f32>,
|
||||
};
|
||||
var total_sample = 0.0;
|
||||
for (var x: i32 = -SHADOW_SAMPLES; x < SHADOW_SAMPLES; x++) {
|
||||
for (var y: i32 = -SHADOW_SAMPLES; y < SHADOW_SAMPLES; y++) {
|
||||
let texelSize = vec2<f32>(textureDimensions(t_light_depth));
|
||||
let offset = vec2<f32>(f32(x), f32(y)) / texelSize.xy;
|
||||
let s = textureSampleCompare(
|
||||
t_light_depth,
|
||||
s_light_depth,
|
||||
light_local + offset,
|
||||
index,
|
||||
reference_depth
|
||||
);
|
||||
total_sample += s * INV_SHADOW_SAMPLES;
|
||||
}
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
model: LightVertexInput,
|
||||
) -> LightVertexOutput {
|
||||
let scale = 10.0;
|
||||
var out: LightVertexOutput;
|
||||
out.clip_position = camera.proj * camera.view * vec4<f32>(model.position * scale + light.position, 1.0);
|
||||
out.color = light.color.xyz;
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: LightVertexOutput) -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(in.color, 1.0);
|
||||
return total_sample;
|
||||
}
|
||||
|
|
26
res/shaders/light_debug.wgsl
Normal file
26
res/shaders/light_debug.wgsl
Normal file
|
@ -0,0 +1,26 @@
|
|||
#include globals.wgsl
|
||||
|
||||
struct LightVertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
};
|
||||
|
||||
struct LightVertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) color: vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
model: LightVertexInput,
|
||||
) -> LightVertexOutput {
|
||||
let scale = 10.0;
|
||||
var out: LightVertexOutput;
|
||||
out.clip_position = camera.proj * camera.view * vec4<f32>(model.position * scale + light.position, 1.0);
|
||||
out.color = light.color.xyz;
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: LightVertexOutput) -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(in.color, 1.0);
|
||||
}
|
|
@ -1,5 +1,6 @@
|
|||
#include constants.wgsl
|
||||
#include globals.wgsl
|
||||
#include light.wgsl
|
||||
#include brdf.wgsl
|
||||
|
||||
// Vertex shader
|
||||
|
@ -66,36 +67,6 @@ var t_roughness_metalness: texture_2d<f32>;
|
|||
@group(3) @binding(5)
|
||||
var s_roughness_metalness: sampler;
|
||||
|
||||
fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
|
||||
if (light_coords.w <= 0.0) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
let flip_correction = vec2<f32>(0.5, -0.5);
|
||||
let proj_correction = 1.0 / light_coords.w;
|
||||
let light_local = light_coords.xy * flip_correction * proj_correction + vec2<f32>(0.5, 0.5);
|
||||
let bias = 0.000001;
|
||||
let reference_depth = light_coords.z * proj_correction - bias;
|
||||
|
||||
var total_sample = 0.0;
|
||||
for (var x: i32 = -SHADOW_SAMPLES; x < SHADOW_SAMPLES; x++) {
|
||||
for (var y: i32 = -SHADOW_SAMPLES; y < SHADOW_SAMPLES; y++) {
|
||||
let texelSize = vec2<f32>(textureDimensions(t_light_depth));
|
||||
let offset = vec2<f32>(f32(x), f32(y)) / texelSize.xy;
|
||||
let s = textureSampleCompare(
|
||||
t_light_depth,
|
||||
s_light_depth,
|
||||
light_local + offset,
|
||||
index,
|
||||
reference_depth
|
||||
);
|
||||
total_sample += s * INV_SHADOW_SAMPLES;
|
||||
}
|
||||
}
|
||||
|
||||
return total_sample;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
|
||||
// textures
|
||||
|
@ -159,7 +130,7 @@ fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
|
|||
|
||||
// radiance
|
||||
let radiance_strength = max(dot(normal_dir, light_dir), 0.0);
|
||||
let radiance = radiance_strength * light.color.xyz * light.color.w * light_attenuation * in_light;
|
||||
let radiance = radiance_strength * light.color.rgb * light.color.a * light_attenuation * in_light;
|
||||
|
||||
// brdf shading
|
||||
total_radiance += radiance * brdf(
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue