Get light pos directly from matrices, debugging shadowmaps
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2dc20ad12c
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5e0001e2e1
4 changed files with 49 additions and 20 deletions
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@ -13,5 +13,5 @@ fn vs_main(
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);
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let world_position = model_matrix * vec4<f32>(model.position, 1.0);
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return light.matrices[light_matrix_index] * (world_position - vec4<f32>(light.position, 0.0));
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return light.matrices[light_matrix_index] * world_position;
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}
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@ -82,6 +82,31 @@ fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
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index,
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light_coords.z * proj_correction
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);
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/*
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var coords = light_coords;
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// correct projection
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coords.x /= coords.w;
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coords.y /= coords.w;
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coords.z /= coords.w;
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// flip correction
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coords.x *= 0.5;
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coords.y *= -0.5;
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// map to [0,1] range
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coords.x += 0.5;
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coords.y += 0.5;
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return textureSampleCompareLevel(
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t_light_depth,
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s_light_depth,
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coords.xy,
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index,
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coords.z
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);
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*/
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}
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@fragment
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@ -100,8 +125,8 @@ fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
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var total_radiance: vec3<f32>;
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var in_light = 0.0;
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for (var i: i32 = 0; i < 6; i++) {
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in_light = sample_direct_light(i, light.matrices[i] * (vert.world_position - vec4<f32>(light.position, 0.0)));
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for (var i: i32 = 0; i < 1; i++) {
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in_light = sample_direct_light(i, light.matrices[i] * vert.world_position);
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if (in_light > 0.0) {
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break;
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}
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@ -8,7 +8,7 @@ use super::{
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use cgmath::{Matrix4, Vector3};
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct LightUniform {
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pub position: [f32; 3],
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_padding: u32,
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@ -18,23 +18,26 @@ pub struct LightUniform {
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impl LightUniform {
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pub fn new(position: [f32; 3], color: [f32; 4]) -> Self {
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let proj = cgmath::perspective(cgmath::Deg(90.0), 1.0, NEAR_PLANE, FAR_PLANE);
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#[rustfmt::skip]
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let matrices: [[[f32; 4]; 4]; 6] = [
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(proj * Matrix4::look_to_rh(position.into(), Vector3::unit_x(), Vector3::unit_y())).into(),
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(proj * Matrix4::look_to_rh(position.into(), -Vector3::unit_x(), Vector3::unit_y())).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::unit_y(), Vector3::unit_x())).into(),
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(proj * Matrix4::look_to_rh(position.into(), -Vector3::unit_y(), -Vector3::unit_x())).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::unit_z(), Vector3::unit_y())).into(),
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(proj * Matrix4::look_to_rh(position.into(), -Vector3::unit_z(), Vector3::unit_y())).into(),
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];
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Self {
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let mut s = Self {
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position,
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_padding: 0,
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color,
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matrices,
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..Default::default()
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};
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s.update_matrices();
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s
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}
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pub fn update_matrices(&mut self) {
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let proj = cgmath::perspective(cgmath::Deg(90.0), 1.0, NEAR_PLANE, FAR_PLANE);
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self.matrices = [
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(proj * Matrix4::look_to_rh(self.position.into(), Vector3::unit_x(), Vector3::unit_y())).into(), // forward
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(proj * Matrix4::look_to_rh(self.position.into(), -Vector3::unit_x(), Vector3::unit_y())).into(), // back
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(proj * Matrix4::look_to_rh(self.position.into(), Vector3::unit_y(), Vector3::unit_x())).into(), // up
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(proj * Matrix4::look_to_rh(self.position.into(), -Vector3::unit_y(), -Vector3::unit_x())).into(), // down
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(proj * Matrix4::look_to_rh(self.position.into(), Vector3::unit_z(), Vector3::unit_y())).into(), // right
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(proj * Matrix4::look_to_rh(self.position.into(), -Vector3::unit_z(), Vector3::unit_y())).into(), // left
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];
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}
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}
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@ -484,6 +484,7 @@ impl State {
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self.light_uniform.position =
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(cgmath::Quaternion::from_angle_y(cgmath::Deg(90.0 * dt.as_secs_f32())) * old_position)
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.into();
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self.light_uniform.update_matrices();
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self.queue.write_buffer(
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&self.light_buffer,
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0,
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