WIP shadowmapping

This commit is contained in:
Lauri Räsänen 2023-01-30 00:40:50 +02:00
parent 43b4eaf5ab
commit c5e32a830d
7 changed files with 145 additions and 91 deletions

View file

@ -13,5 +13,5 @@ fn vs_main(
);
let world_position = model_matrix * vec4<f32>(model.position, 1.0);
return camera.proj * camera.view * world_position;
return light.matrices[light.active_matrix] * world_position;
}

View file

@ -11,6 +11,8 @@ var<uniform> camera: CameraUniform;
struct Light {
position: vec3<f32>,
color: vec4<f32>,
matrices: array<mat4x4<f32>, 6>,
active_matrix: u32,
}
@group(1) @binding(0)
var<uniform> light: Light;
@ -39,13 +41,12 @@ struct VertexOutput {
@location(1) tangent_position: vec3<f32>,
@location(2) tangent_light_position: vec3<f32>,
@location(3) tangent_view_position: vec3<f32>,
@location(4) world_position: vec3<f32>,
@location(5) light_local_position: vec4<f32>,
@location(4) world_position: vec4<f32>,
}
// Fragment shader
@group(1)@binding(1)
var t_light_depth: texture_depth_2d;
var t_light_depth: binding_array<texture_depth_2d>;
@group(1) @binding(2)
var s_light_depth: sampler_comparison;
var s_light_depth: binding_array<sampler_comparison>;

View file

@ -39,8 +39,7 @@ fn vs_main(
out.tangent_light_position = tangent_matrix * light.position;
out.tangent_view_position = tangent_matrix * camera.position.xyz;
out.world_position = world_position.xyz;
out.light_local_position = camera.proj * camera.view * world_position;
out.world_position = world_position;
return out;
}
@ -62,46 +61,74 @@ var t_roughness_metalness: texture_2d<f32>;
@group(2) @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 1.0;
}
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);
return textureSampleCompareLevel(
t_light_depth[index],
s_light_depth[index],
light_local,
light_coords.z * proj_correction
);
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
// textures
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, vert.tex_coords);
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, vert.tex_coords);
let object_roughness_metalness: vec4<f32> = textureSample(
t_roughness_metalness, s_roughness_metalness, in.tex_coords);
//let light_depth = textureSampleCompareLevel(t_light_depth, s_light_depth, in.light_local_position.xy, 1.0);
t_roughness_metalness, s_roughness_metalness, vert.tex_coords);
let albedo = object_color.xyz;
// TODO: pass factors to shader
let roughness = object_roughness_metalness.y * 1.0;
let metalness = object_roughness_metalness.z * 1.0;
// lighting vecs
let normal_dir = object_normal.xyz * 2.0 - 1.0;
var light_dir = normalize(in.tangent_light_position - in.tangent_position);
let view_dir = normalize(in.tangent_view_position - in.tangent_position);
let half_dir = normalize(view_dir + light_dir);
var total_radiance: vec3<f32>;
// attenuation
let light_dist = length(light.position - in.world_position);
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);
var in_light = 0.0;
for (var i: i32 = 0; i < 6; i++) {
in_light = sample_direct_light(i, light.matrices[i] * vert.world_position);
if (in_light > 0.0) {
break;
}
}
// radiance
let radiance_strength = max(dot(normal_dir, light_dir), 0.0);
let radiance = radiance_strength * light.color.xyz * light.color.w * light_attenuation;
if (in_light > 0.0) {
// lighting vecs
let normal_dir = object_normal.xyz * 2.0 - 1.0;
var light_dir = normalize(vert.tangent_light_position - vert.tangent_position);
let view_dir = normalize(vert.tangent_view_position - vert.tangent_position);
let half_dir = normalize(view_dir + light_dir);
// brdf shading
let total_radiance = radiance * brdf(
normal_dir,
light_dir,
view_dir,
half_dir,
albedo,
roughness,
metalness
);
// 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
let radiance_strength = max(dot(normal_dir, light_dir), 0.0);
let radiance = radiance_strength * light.color.xyz * light.color.w * light_attenuation;
// brdf shading
total_radiance += radiance * brdf(
normal_dir,
light_dir,
view_dir,
half_dir,
albedo,
roughness,
metalness
);
}
// ambient
let ambient_strength = 0.01;