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;

View file

@ -27,35 +27,6 @@ impl PerspectiveProjection {
}
}
pub struct OrthoProjection {
pub left: f32,
pub right: f32,
pub bottom: f32,
pub top: f32,
pub znear: f32,
pub zfar: f32,
}
impl OrthoProjection {
pub fn resize(&mut self, width: u32, height: u32) {
self.left = width as f32 * -0.5;
self.right = width as f32 * 0.5;
self.bottom = height as f32 * -0.5;
self.top = height as f32 * 0.5;
}
pub fn get_matrix(&self) -> cgmath::Matrix4<f32> {
cgmath::ortho(
self.left,
self.right,
self.bottom,
self.top,
self.znear,
self.zfar,
)
}
}
impl Camera {
pub fn new(
position: cgmath::Point3<f32>,

View file

@ -2,20 +2,39 @@ use std::ops::Range;
use super::model::{Mesh, Model};
use cgmath::{Matrix4, Vector3};
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LightUniform {
pub position: [f32; 3],
_padding: u32,
pub color: [f32; 4],
pub matrices: [[[f32; 4]; 4]; 6],
pub active_matrix: u32,
_padding2: [u32; 3],
}
impl LightUniform {
pub fn new(position: [f32; 3], color: [f32; 4]) -> Self {
let proj = cgmath::perspective(cgmath::Deg(90.0), 1.0, 0.1, 1000.0);
#[rustfmt::skip]
let matrices: [[[f32; 4]; 4]; 6] = [
(proj * Matrix4::look_to_rh(position.into(), Into::<Vector3<f32>>::into(position) + Vector3::new( 1.0, 0.0, 0.0), Vector3::new(0.0,-1.0, 0.0))).into(),
(proj * Matrix4::look_to_rh(position.into(), Into::<Vector3<f32>>::into(position) + Vector3::new(-1.0, 0.0, 0.0), Vector3::new(0.0,-1.0, 0.0))).into(),
(proj * Matrix4::look_to_rh(position.into(), Into::<Vector3<f32>>::into(position) + Vector3::new( 0.0, 1.0, 0.0), Vector3::new(0.0, 0.0, 1.0))).into(),
(proj * Matrix4::look_to_rh(position.into(), Into::<Vector3<f32>>::into(position) + Vector3::new( 0.0,-1.0, 0.0), Vector3::new(0.0, 0.0,-1.0))).into(),
(proj * Matrix4::look_to_rh(position.into(), Into::<Vector3<f32>>::into(position) + Vector3::new( 0.0, 0.0, 1.0), Vector3::new(0.0,-1.0, 0.0))).into(),
(proj * Matrix4::look_to_rh(position.into(), Into::<Vector3<f32>>::into(position) + Vector3::new( 0.0, 0.0,-1.0), Vector3::new(0.0,-1.0, 0.0))).into(),
];
Self {
position,
_padding: 0,
color,
matrices: matrices,
active_matrix: 0,
_padding2: [0, 0, 0]
}
}
}

View file

@ -1,4 +1,5 @@
use cgmath::prelude::*;
use std::num::NonZeroU32;
use std::time::Duration;
use wgpu::util::DeviceExt;
@ -35,7 +36,7 @@ pub struct State {
light_debug_pass: RenderPass,
light_bind_group: wgpu::BindGroup,
light_depth_pass: RenderPass,
light_depth_texture: Texture,
light_depth_textures: [Texture; 6],
}
impl State {
@ -57,7 +58,8 @@ impl State {
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
features: wgpu::Features::TEXTURE_BINDING_ARRAY
| wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
@ -128,13 +130,34 @@ impl State {
&config,
"depth_texture",
Some(wgpu::CompareFunction::LessEqual),
1,
);
let light_depth_texture = Texture::create_depth_texture(
&device,
&config,
"light_depth_texture",
Some(wgpu::CompareFunction::LessEqual),
);
let light_depth_textures: [Texture; 6] = (0..6)
.map(|i| {
Texture::create_depth_texture(
&device,
&config,
format!("light_depth_texture_{}", i).as_str(),
Some(wgpu::CompareFunction::LessEqual),
1,
)
})
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth textures");
let light_depth_texture_views: [&wgpu::TextureView; 6] = (0..6)
.map(|i| &light_depth_textures[i].view)
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth texture views");
let light_depth_texture_samplers: [&wgpu::Sampler; 6] = (0..6)
.map(|i| &light_depth_textures[i].sampler)
.collect::<Vec<_>>()
.try_into()
.expect("failed to create light depth texture samplers");
let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 200000.0]);
@ -148,6 +171,7 @@ impl State {
let light_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
// LightUniform
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
@ -167,13 +191,13 @@ impl State {
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Depth,
},
count: None,
count: NonZeroU32::new(6),
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: None,
count: NonZeroU32::new(6),
},
],
label: Some("Light Bind Group Layout"),
@ -188,11 +212,11 @@ impl State {
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&light_depth_texture.view),
resource: wgpu::BindingResource::TextureViewArray(&light_depth_texture_views),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&light_depth_texture.sampler),
resource: wgpu::BindingResource::SamplerArray(&light_depth_texture_samplers),
},
],
label: Some("Light Bind Group"),
@ -351,7 +375,7 @@ impl State {
light_debug_pass,
light_bind_group,
light_depth_pass,
light_depth_texture,
light_depth_textures,
}
}
@ -369,13 +393,17 @@ impl State {
&self.config,
"depth_texture",
Some(wgpu::CompareFunction::LessEqual),
1,
);
self.light_depth_texture = Texture::create_depth_texture(
&self.device,
&self.config,
"light_depth_texture",
Some(wgpu::CompareFunction::LessEqual),
);
for i in 0..6 {
self.light_depth_textures[i] = Texture::create_depth_texture(
&self.device,
&self.config,
format!("light_depth_texture_{}", i).as_str(),
Some(wgpu::CompareFunction::LessEqual),
1,
);
}
}
}
@ -422,14 +450,20 @@ impl State {
label: Some("Render Encoder"),
});
/*
{
for i in 0..6 {
self.light_uniform.active_matrix = i as u32;
self.queue.write_buffer(
&self.light_buffer,
0,
bytemuck::cast_slice(&[self.light_uniform]),
);
let mut light_depth_render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Light Depth Render Pass"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.light_depth_texture.view,
view: &self.light_depth_textures[i].view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
@ -440,14 +474,14 @@ impl State {
light_depth_render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
light_depth_render_pass.set_pipeline(&self.light_depth_pass.pipeline);
// TODO separate func
light_depth_render_pass.draw_model_instanced(
&self.model,
&self.light_model,
0..self.instances.len() as u32,
&self.camera_bind_group, // TODO light projection
&self.light_bind_group, // TODO remove
&self.camera_bind_group,
&self.light_bind_group,
);
}
*/
{
let mut geom_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {

View file

@ -1,5 +1,6 @@
use anyhow::*;
#[derive(Debug)]
pub struct Texture {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
@ -14,11 +15,12 @@ impl Texture {
config: &wgpu::SurfaceConfiguration,
label: &str,
compare: Option<wgpu::CompareFunction>,
layers: u32,
) -> Self {
let size = wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
depth_or_array_layers: layers,
};
let desc = wgpu::TextureDescriptor {
label: Some(label),