feat: add spot light shadows with a tilled buffer

This commit is contained in:
2026-10-18 12:56:52 +02:00
parent 4bd99b25d1
commit 65a7310b56
19 changed files with 519 additions and 122 deletions
+12 -1
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@@ -7,6 +7,10 @@
#define TYPE_POINT_LIGHT 1
#define TYPE_SPOT_LIGHT 2
#define NO_SHADOW 0xFFFFFFFFu
// Must match ShadowMapPipeline::MAX_SPOT_SHADOWS
#define MAX_SPOT_SHADOWS 16
// Forward+ tiling, must match LightCullingPipeline::TILE_SIZE / MAX_LIGHTS_PER_TILE
#define LIGHT_TILE_SIZE 16
#define MAX_LIGHTS_PER_TILE 255
@@ -27,10 +31,17 @@ struct Light {
float spotInnerCos;
float spotOuterCos;
uint castShadows;
// NO_SHADOW, or the light's slot in the shadow data of its type
uint shadowIndex;
float padding;
};
// Must match GPUSpotShadow in Light.h
struct SpotShadow {
mat4 lightViewProj;
float normalOffsetPerMeter;
};
layout (buffer_reference, std430) readonly buffer LightsBuffer {
Light data[];
};
+28 -8
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@@ -34,6 +34,32 @@ vec3 calculateNormal(MaterialData material, uint samplerID)
return normalize(mat3(t, b, n) * tangentNormal);
}
float calculateShadow(Light light, vec3 fragPos, vec3 geometryNormal)
{
if (light.shadowIndex == NO_SHADOW) {
return 1.0;
}
if (light.type == TYPE_DIRECTIONAL_LIGHT) {
return calculateDirectionalShadow(
fragPos, geometryNormal,
pcs.sceneData.lightViewProj,
pcs.sceneData.shadowMapId,
pcs.sceneData.shadowNormalOffset);
}
if (light.type == TYPE_SPOT_LIGHT) {
return calculateSpotShadow(
fragPos, geometryNormal, light.position,
pcs.sceneData.spotShadows[light.shadowIndex],
light.shadowIndex,
pcs.sceneData.spotShadowAtlasId,
pcs.sceneData.spotShadowTilesPerRow);
}
return 1.0;
}
void main()
{
MaterialData material = pcs.sceneData.materials.data[pcs.materialID];
@@ -73,19 +99,13 @@ void main()
uint tileOffset = (tileID.y * pcs.sceneData.tileCountX + tileID.x) * LIGHT_TILE_STRIDE;
uint tileLightCount = pcs.sceneData.tileLightIndices.data[tileOffset];
vec3 geometryNormal = normalize(inNormal);
vec3 fragColor = vec3(0.0);
for (uint i = 0; i < tileLightCount; i++) {
uint lightIndex = pcs.sceneData.tileLightIndices.data[tileOffset + 1 + i];
Light light = pcs.sceneData.lights.data[lightIndex];
float shadow = 1.0;
if (light.castShadows != 0) {
shadow = calculateDirectionalShadow(
fragPos, normalize(inNormal),
pcs.sceneData.lightViewProj,
pcs.sceneData.shadowMapId,
pcs.sceneData.shadowNormalOffset);
}
float shadow = calculateShadow(light, fragPos, geometryNormal);
fragColor += calculateLight(light, fragPos, n, v,
diffuseColor, roughness, metallic, f0, shadow);
@@ -39,6 +39,11 @@ layout (buffer_reference, scalar) readonly buffer SceneDataBuffer {
float shadowNormalOffset;
uint padding;
mat4 lightViewProj;
// spot shadows
uint spotShadowAtlasId;
uint spotShadowTilesPerRow;
SpotShadow spotShadows[MAX_SPOT_SHADOWS];
} sceneDataBuffer;
#endif // SCENE_DATA_GLSL
+10 -2
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@@ -1,12 +1,20 @@
#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_scalar_block_layout : require
#include "mesh_pcs.glsl"
#include "vertex.glsl"
layout (push_constant, scalar) uniform constants
{
mat4 modelToLightClip;
VertexBuffer vertexBuffer;
} pcs;
void main()
{
Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex];
gl_Position = pcs.sceneData.lightViewProj * pcs.transform * vec4(v.position, 1.0f);
gl_Position = pcs.modelToLightClip * vec4(v.position, 1.0f);
}
+49 -13
View File
@@ -1,7 +1,30 @@
#ifndef SHADOWS_GLSL
#define SHADOWS_GLSL
// expects bindless.glsl to be included before this file (it has no include guard)
// expects bindless.glsl and lights.glsl to be included before this file
// Returns how much of a 3x3 area around uv is lit, every tap stays inside [minUV, maxUV]
float sampleShadowPCF(uint shadowMapID, vec2 uv, float depth, vec2 minUV, vec2 maxUV)
{
vec2 texelSize = 1.0 / vec2(textureSize(sampler2DShadow(textures[shadowMapID], samplers[SHADOW_SAMPLER_ID]), 0));
float shadowed = 0.0;
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
vec2 sampleUV = clamp(uv + vec2(x, y) * texelSize, minUV, maxUV);
shadowed += sampleTexture2DShadow(shadowMapID, vec3(sampleUV, depth));
}
}
// the shadow sampler compares with GREATER_OR_EQUAL (it was set up for reversed Z),
// with regular depth that returns 1 when the fragment is behind the occluder
return 1.0 - shadowed / 9.0;
}
bool isOutsideShadowMap(vec2 uv, float depth)
{
return any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0))) || depth > 1.0;
}
// Returns 1.0 when fully lit, 0.0 when fully in shadow
float calculateDirectionalShadow(vec3 fragPos, vec3 n, mat4 lightViewProj, uint shadowMapID, float normalOffset)
@@ -11,24 +34,37 @@ float calculateDirectionalShadow(vec3 fragPos, vec3 n, mat4 lightViewProj, uint
vec3 lightNDC = lightClip.xyz / lightClip.w;
vec2 uv = lightNDC.xy * 0.5 + 0.5;
// outside the shadow map counts as lit
if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0))) || lightNDC.z > 1.0) {
if (isOutsideShadowMap(uv, lightNDC.z)) {
return 1.0;
}
vec2 texelSize = 1.0 / vec2(textureSize(sampler2DShadow(textures[shadowMapID], samplers[SHADOW_SAMPLER_ID]), 0));
return sampleShadowPCF(shadowMapID, uv, lightNDC.z, vec2(0.0), vec2(1.0));
}
// 3x3 PCF, every tap is already bilinearly filtered by the compare sampler
float shadowed = 0.0;
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
shadowed += sampleTexture2DShadow(shadowMapID, vec3(uv + vec2(x, y) * texelSize, lightNDC.z));
}
float calculateSpotShadow(vec3 fragPos, vec3 n, vec3 lightPos, SpotShadow spotShadow,
uint shadowIndex, uint atlasID, uint tilesPerRow)
{
float normalOffset = distance(fragPos, lightPos) * spotShadow.normalOffsetPerMeter;
vec4 lightClip = spotShadow.lightViewProj * vec4(fragPos + n * normalOffset, 1.0);
if (lightClip.w <= 0.0) {
return 1.0;
}
// the shadow sampler compares with GREATER_OR_EQUAL (it was set up for reversed Z),
// with regular depth that returns 1 when the fragment is behind the occluder
return 1.0 - shadowed / 9.0;
vec3 lightNDC = lightClip.xyz / lightClip.w;
vec2 tileUV = lightNDC.xy * 0.5 + 0.5;
if (isOutsideShadowMap(tileUV, lightNDC.z)) {
return 1.0;
}
vec2 tile = vec2(shadowIndex % tilesPerRow, shadowIndex / tilesPerRow);
float tileScale = 1.0 / float(tilesPerRow);
vec2 atlasTexelSize = 1.0 / vec2(textureSize(sampler2DShadow(textures[atlasID], samplers[SHADOW_SAMPLER_ID]), 0));
vec2 atlasUV = (tile + tileUV) * tileScale;
vec2 tileMinUV = tile * tileScale + atlasTexelSize;
vec2 tileMaxUV = (tile + 1.0) * tileScale - atlasTexelSize;
return sampleShadowPCF(atlasID, atlasUV, lightNDC.z, tileMinUV, tileMaxUV);
}
#endif // SHADOWS_GLSL
@@ -1,6 +1,8 @@
#ifndef FRUSTUM_H
#define FRUSTUM_H
#include <array>
#include <glm/glm.hpp>
#include "Camera.h"
@@ -71,7 +73,12 @@ namespace edge
std::array<glm::vec3, 8> calculateFrustumCornersWorldSpace(const Camera& camera);
Frustum createFrustumFromCamera(const Camera& camera);
Frustum createFrustumFromViewProj(const glm::mat4& viewProj);
std::array<glm::vec3, 8> calculateFrustumCorners(const glm::mat4& viewProj);
bool isInFrustum(const Frustum& frustum, const Sphere& s);
// Conservative: frustums that only come close can still count as overlapping
bool frustumsOverlap(const Frustum& frustum, const glm::mat4& otherViewProj);
bool isInFrustum(const Frustum& frustum, const AABB& aabb);
Sphere calculateBoundingSphereWorld(const glm::mat4& transform, const Sphere& s, bool hasSkeleton);
}
+10 -2
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@@ -3,9 +3,12 @@
#include <cstdint>
#include <glm/mat4x4.hpp>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
inline constexpr std::uint32_t NO_SHADOW = 0xFFFFFFFF;
enum class LightType : std::uint32_t {
Directional = 0,
Point = 1,
@@ -26,7 +29,7 @@ struct Light {
float innerConeAngle{0.35f};
float outerConeAngle{0.5f};
// directional lights only, the first one submitted each frame gets the shadow map
// directional and spot lights, point lights don't have shadows yet
bool castShadows{false};
};
@@ -42,10 +45,15 @@ struct GPULight {
float spotInnerCos;
float spotOuterCos;
std::uint32_t castShadows;
std::uint32_t shadowIndex;
float padding;
};
struct GPUSpotShadow {
glm::mat4 lightViewProj;
float normalOffsetPerMeter;
};
static_assert(sizeof(GPULight) == 64, "GPULight must match the struct in lights.glsl");
#endif //LIGHT_H
@@ -30,7 +30,7 @@ public:
void resize(GfxDevice& gfxDevice, glm::ivec2 drawImageSize);
void beginDrawing(std::size_t frameIndex);
void appendLight(const Light& light);
void appendLight(const Light& light, std::uint32_t shadowIndex);
void flushCurrentFrame(VkCommandBuffer cmd, GfxDevice& gfxDevice);
@@ -8,33 +8,46 @@
#include <glm/glm.hpp>
#include <vulkan/vulkan.h>
#include <destrum/Graphics/Light.h>
#include <destrum/Graphics/Pipeline.h>
#include <destrum/Graphics/ids.h>
#include <destrum/Graphics/MeshDrawCommand.h>
#include <destrum/Graphics/Resources/Buffer.h>
class GfxDevice;
struct GPUImage;
class RenderResources;
// Renders the depth of the scene as seen from a directional light, centered around the camera
// Renders scene depth from the lights: one map for the directional light, one atlas tile per spot light
class ShadowMapPipeline final
{
public:
static constexpr std::uint32_t SHADOW_MAP_SIZE = 2048;
static constexpr std::uint32_t SPOT_SHADOW_TILE_SIZE = 1024;
static constexpr std::uint32_t SPOT_SHADOW_TILES_PER_ROW = 4;
static constexpr std::uint32_t MAX_SPOT_SHADOWS = SPOT_SHADOW_TILES_PER_ROW * SPOT_SHADOW_TILES_PER_ROW;
void init(GfxDevice& gfxDevice, RenderResources& resources);
void cleanup(VkDevice device);
void draw(
void drawDirectionalShadow(
VkCommandBuffer cmd,
const RenderResources& resources,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands);
const std::vector<std::size_t>& sortedDrawCommands,
const glm::mat4& lightViewProj);
[[nodiscard]] glm::mat4 calculateLightViewProj(const glm::vec3& lightDirection, const glm::vec3& center) const;
void drawSpotShadows(
VkCommandBuffer cmd,
const RenderResources& resources,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const std::vector<glm::mat4>& lightViewProjs);
[[nodiscard]] glm::mat4 calculateDirectionalViewProj(const glm::vec3& lightDirection, const glm::vec3& center) const;
[[nodiscard]] static GPUSpotShadow calculateSpotShadow(const Light& spotLight);
[[nodiscard]] ImageID getShadowMapId() const { return shadowMapId; }
[[nodiscard]] ImageID getSpotShadowAtlasId() const { return spotShadowAtlasId; }
[[nodiscard]] float getNormalOffset() const;
// half the width of the area around the camera that receives shadows
@@ -44,18 +57,26 @@ public:
private:
struct PushConstants
{
glm::mat4 transform;
VkDeviceAddress sceneDataBuffer;
glm::mat4 modelToLightClip;
VkDeviceAddress vertexBuffer;
std::uint32_t materialId;
std::uint32_t padding;
};
void beginDepthRendering(VkCommandBuffer cmd, const RenderResources& resources, const GPUImage& depthImage);
void endDepthRendering(VkCommandBuffer cmd, const GPUImage& depthImage);
void setRenderRegion(VkCommandBuffer cmd, const VkRect2D& region);
void drawShadowCasters(
VkCommandBuffer cmd,
const RenderResources& resources,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const glm::mat4& lightViewProj);
VkPipelineLayout m_pipelineLayout{VK_NULL_HANDLE};
std::unique_ptr<Pipeline> m_pipeline;
VkFormat shadowMapFormat{VK_FORMAT_D32_SFLOAT};
ImageID shadowMapId{NULL_IMAGE_ID};
ImageID spotShadowAtlasId{NULL_IMAGE_ID};
float shadowDistance{25.0f};
// how far in front of / behind the camera (along the light) casters are still captured
@@ -17,8 +17,10 @@
#include <destrum/Graphics/RenderResources.h>
#include <array>
#include <memory>
#include <optional>
#include <vector>
#include <destrum/Graphics/Pipelines/SkinningPipeline.h>
@@ -112,6 +114,8 @@ public:
private:
void createDrawImage(GfxDevice& gfxDevice, const glm::ivec2& drawImageSize, bool firstCreate);
void uploadLights(const Camera& camera);
[[nodiscard]] std::uint32_t assignShadowIndex(const Light& light, const Frustum& cameraFrustum);
RenderResources* resources = nullptr;
@@ -156,6 +160,10 @@ private:
float shadowNormalOffset;
std::uint32_t padding;
glm::mat4 lightViewProj;
std::uint32_t spotShadowAtlasId;
std::uint32_t spotShadowTilesPerRow;
std::array<GPUSpotShadow, ShadowMapPipeline::MAX_SPOT_SHADOWS> spotShadows;
};
NBuffer sceneDataBuffer;
@@ -170,6 +178,8 @@ private:
std::unique_ptr<ShadowMapPipeline> shadowMapPipeline;
std::optional<glm::vec3> shadowLightDirection;
std::vector<Light> submittedLights;
std::vector<GPUSpotShadow> spotShadows;
bool renderLightHeatmap{false};
bool initialized{false};
@@ -118,6 +118,10 @@ void LightComponent::ImGuiInspector() {
return;
}
if (m_Type == LightType::Spot) {
ImGui::Checkbox("Cast Shadows", &m_CastShadows);
}
float range = m_Range;
if (ImGui::DragFloat("Range", &range, 0.05f, 0.01f)) {
SetRange(range);
+68
View File
@@ -55,6 +55,74 @@ Frustum edge::createFrustumFromCamera(const Camera& camera) {
return frustum;
}
namespace {
glm::vec4 matrixRow(const glm::mat4& matrix, int row)
{
return {matrix[0][row], matrix[1][row], matrix[2][row], matrix[3][row]};
}
Frustum::Plane planeFromCoefficients(const glm::vec4& coefficients)
{
const glm::vec3 normal{coefficients};
const float length = glm::length(normal);
Frustum::Plane plane;
plane.normal = normal / length;
plane.distance = -coefficients.w / length;
return plane;
}
}
Frustum edge::createFrustumFromViewProj(const glm::mat4& viewProj)
{
const glm::vec4 rowX = matrixRow(viewProj, 0);
const glm::vec4 rowY = matrixRow(viewProj, 1);
const glm::vec4 rowZ = matrixRow(viewProj, 2);
const glm::vec4 rowW = matrixRow(viewProj, 3);
Frustum frustum;
frustum.leftFace = planeFromCoefficients(rowW + rowX);
frustum.rightFace = planeFromCoefficients(rowW - rowX);
frustum.bottomFace = planeFromCoefficients(rowW + rowY);
frustum.topFace = planeFromCoefficients(rowW - rowY);
frustum.nearFace = planeFromCoefficients(rowZ);
frustum.farFace = planeFromCoefficients(rowW - rowZ);
return frustum;
}
std::array<glm::vec3, 8> edge::calculateFrustumCorners(const glm::mat4& viewProj)
{
const glm::mat4 clipToWorld = glm::inverse(viewProj);
std::array<glm::vec3, 8> corners{};
std::size_t cornerIndex = 0;
for (const float x : {-1.0f, 1.0f}) {
for (const float y : {-1.0f, 1.0f}) {
for (const float z : {0.0f, 1.0f}) {
const glm::vec4 corner = clipToWorld * glm::vec4{x, y, z, 1.0f};
corners[cornerIndex++] = glm::vec3{corner} / corner.w;
}
}
}
return corners;
}
bool edge::frustumsOverlap(const Frustum& frustum, const glm::mat4& otherViewProj)
{
const auto otherCorners = calculateFrustumCorners(otherViewProj);
for (int planeIndex = 0; planeIndex < 6; ++planeIndex) {
const Frustum::Plane& plane = frustum.getPlane(planeIndex);
const bool allCornersOutside = std::ranges::all_of(otherCorners, [&plane](const glm::vec3& corner) {
return plane.getSignedDistanceToPlane(corner) < 0.0f;
});
if (allCornersOutside) {
return false;
}
}
return true;
}
bool isOnOrForwardPlane(const Frustum::Plane& plane, const Sphere& sphere)
{
return plane.getSignedDistanceToPlane(sphere.center) > -sphere.radius;
@@ -131,7 +131,7 @@ void LightCullingPipeline::beginDrawing(std::size_t frameIndex)
getCurrentFrameData().lightsBuffer.clear();
}
void LightCullingPipeline::appendLight(const Light& light)
void LightCullingPipeline::appendLight(const Light& light, std::uint32_t shadowIndex)
{
auto& lightsBuffer = getCurrentFrameData().lightsBuffer;
if (lightsBuffer.size >= lightsBuffer.capacity)
@@ -158,7 +158,7 @@ void LightCullingPipeline::appendLight(const Light& light)
.type = static_cast<std::uint32_t>(light.type),
.spotInnerCos = std::cos(light.innerConeAngle),
.spotOuterCos = std::cos(light.outerConeAngle),
.castShadows = light.castShadows ? 1u : 0u,
.shadowIndex = shadowIndex,
.padding = 0.0f,
};
lightsBuffer.append(gpuLight);
@@ -1,5 +1,6 @@
#include <destrum/Graphics/Pipelines/ShadowMapPipeline.h>
#include <algorithm>
#include <array>
#include <cassert>
#include <cmath>
@@ -11,11 +12,43 @@
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/RenderResources.h>
#include <destrum/Graphics/Caches/MeshCache.h>
#include <destrum/Graphics/Frustum.h>
#include <destrum/Graphics/Util.h>
#include "volk.h"
#include "spdlog/spdlog.h"
namespace
{
constexpr float MAX_SPOT_SHADOW_FIELD_OF_VIEW = glm::radians(170.0f);
constexpr float SPOT_SHADOW_NEAR_PLANE = 0.05f;
constexpr float NORMAL_OFFSET_IN_TEXELS = 1.5f;
glm::vec3 upVectorFor(const glm::vec3& direction)
{
return std::abs(direction.y) > 0.99f ? glm::vec3{0.0f, 0.0f, 1.0f} : glm::vec3{0.0f, 1.0f, 0.0f};
}
float spotShadowFieldOfView(const Light& spotLight)
{
return std::min(spotLight.outerConeAngle * 2.0f, MAX_SPOT_SHADOW_FIELD_OF_VIEW);
}
VkRect2D spotShadowTileRegion(std::uint32_t shadowIndex)
{
const std::uint32_t column = shadowIndex % ShadowMapPipeline::SPOT_SHADOW_TILES_PER_ROW;
const std::uint32_t row = shadowIndex / ShadowMapPipeline::SPOT_SHADOW_TILES_PER_ROW;
return VkRect2D{
.offset = {
static_cast<std::int32_t>(column * ShadowMapPipeline::SPOT_SHADOW_TILE_SIZE),
static_cast<std::int32_t>(row * ShadowMapPipeline::SPOT_SHADOW_TILE_SIZE),
},
.extent = {ShadowMapPipeline::SPOT_SHADOW_TILE_SIZE, ShadowMapPipeline::SPOT_SHADOW_TILE_SIZE},
};
}
}
void ShadowMapPipeline::init(GfxDevice& gfxDevice, RenderResources& resources)
{
try
@@ -77,14 +110,32 @@ void ShadowMapPipeline::init(GfxDevice& gfxDevice, RenderResources& resources)
pipelineConfig
);
const auto createInfo = vkutil::CreateImageInfo{
.format = shadowMapFormat,
.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
.extent = VkExtent3D{SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 1},
};
const auto depthUsage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
shadowMapId = resources.createImage(gfxDevice, createInfo, "shadow map", nullptr, shadowMapId);
shadowMapId = resources.createImage(
gfxDevice,
{
.format = shadowMapFormat,
.usage = depthUsage,
.extent = VkExtent3D{SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 1},
},
"shadow map",
nullptr,
shadowMapId);
spdlog::info("Created {0}x{0} shadow map with id {1}", SHADOW_MAP_SIZE, shadowMapId);
constexpr std::uint32_t spotShadowAtlasSize = SPOT_SHADOW_TILE_SIZE * SPOT_SHADOW_TILES_PER_ROW;
spotShadowAtlasId = resources.createImage(
gfxDevice,
{
.format = shadowMapFormat,
.usage = depthUsage,
.extent = VkExtent3D{spotShadowAtlasSize, spotShadowAtlasSize, 1},
},
"spot shadow atlas",
nullptr,
spotShadowAtlasId);
spdlog::info("Created {0}x{0} spot shadow atlas with id {1}", spotShadowAtlasSize, spotShadowAtlasId);
}
catch (...)
{
@@ -104,14 +155,13 @@ void ShadowMapPipeline::cleanup(VkDevice device)
m_pipelineLayout = VK_NULL_HANDLE;
shadowMapId = NULL_IMAGE_ID;
spotShadowAtlasId = NULL_IMAGE_ID;
}
glm::mat4 ShadowMapPipeline::calculateLightViewProj(const glm::vec3& lightDirection, const glm::vec3& center) const
glm::mat4 ShadowMapPipeline::calculateDirectionalViewProj(const glm::vec3& lightDirection, const glm::vec3& center) const
{
const glm::vec3 direction = glm::normalize(lightDirection);
const glm::vec3 up = std::abs(direction.y) > 0.99f ? glm::vec3{0.0f, 0.0f, 1.0f} : glm::vec3{0.0f, 1.0f, 0.0f};
const glm::mat4 lightView = glm::lookAt(glm::vec3{0.0f}, direction, up);
const glm::mat4 lightView = glm::lookAt(glm::vec3{0.0f}, direction, upVectorFor(direction));
const float texelSize = (2.0f * shadowDistance) / static_cast<float>(SHADOW_MAP_SIZE);
glm::vec3 lightSpaceCenter = glm::vec3(lightView * glm::vec4(center, 1.0f));
@@ -129,18 +179,36 @@ glm::mat4 ShadowMapPipeline::calculateLightViewProj(const glm::vec3& lightDirect
return lightProj * lightView;
}
GPUSpotShadow ShadowMapPipeline::calculateSpotShadow(const Light& spotLight)
{
const glm::vec3 direction = glm::normalize(spotLight.direction);
const float fieldOfView = spotShadowFieldOfView(spotLight);
const float farPlane = std::max(spotLight.range, SPOT_SHADOW_NEAR_PLANE * 2.0f);
const glm::mat4 lightView = glm::lookAt(spotLight.position, spotLight.position + direction, upVectorFor(direction));
const glm::mat4 lightProj = glm::perspectiveRH_ZO(fieldOfView, 1.0f, SPOT_SHADOW_NEAR_PLANE, farPlane);
const float texelSizeAtOneMeter =
2.0f * std::tan(fieldOfView * 0.5f) / static_cast<float>(SPOT_SHADOW_TILE_SIZE);
return GPUSpotShadow{
.lightViewProj = lightProj * lightView,
.normalOffsetPerMeter = texelSizeAtOneMeter * NORMAL_OFFSET_IN_TEXELS,
};
}
float ShadowMapPipeline::getNormalOffset() const
{
const float texelSize = (2.0f * shadowDistance) / static_cast<float>(SHADOW_MAP_SIZE);
return texelSize * 1.5f;
return texelSize * NORMAL_OFFSET_IN_TEXELS;
}
void ShadowMapPipeline::draw(
void ShadowMapPipeline::drawDirectionalShadow(
VkCommandBuffer cmd,
const RenderResources& resources,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands)
const std::vector<std::size_t>& sortedDrawCommands,
const glm::mat4& lightViewProj)
{
if (!m_pipeline || shadowMapId == NULL_IMAGE_ID)
{
@@ -149,16 +217,55 @@ void ShadowMapPipeline::draw(
const auto& shadowMap = resources.getImage(shadowMapId);
beginDepthRendering(cmd, resources, shadowMap);
setRenderRegion(cmd, VkRect2D{.offset = {}, .extent = shadowMap.getExtent2D()});
drawShadowCasters(cmd, resources, drawCommands, sortedDrawCommands, lightViewProj);
endDepthRendering(cmd, shadowMap);
}
void ShadowMapPipeline::drawSpotShadows(
VkCommandBuffer cmd,
const RenderResources& resources,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const std::vector<glm::mat4>& lightViewProjs)
{
if (!m_pipeline || spotShadowAtlasId == NULL_IMAGE_ID || lightViewProjs.empty())
{
return;
}
assert(lightViewProjs.size() <= MAX_SPOT_SHADOWS);
const auto& spotShadowAtlas = resources.getImage(spotShadowAtlasId);
beginDepthRendering(cmd, resources, spotShadowAtlas);
for (std::uint32_t shadowIndex = 0; shadowIndex < lightViewProjs.size(); ++shadowIndex)
{
vkutil::cmdBeginLabelFormatted(cmd, vkutil::labelColors::shadow, "Spot shadow %u", shadowIndex);
setRenderRegion(cmd, spotShadowTileRegion(shadowIndex));
drawShadowCasters(cmd, resources, drawCommands, sortedDrawCommands, lightViewProjs[shadowIndex]);
vkutil::cmdEndLabel(cmd);
}
endDepthRendering(cmd, spotShadowAtlas);
}
void ShadowMapPipeline::beginDepthRendering(
VkCommandBuffer cmd,
const RenderResources& resources,
const GPUImage& depthImage)
{
vkutil::transitionImage(
cmd,
shadowMap.image,
shadowMap.layout,
depthImage.image,
depthImage.layout,
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
shadowMap.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
depthImage.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
auto renderInfo = vkutil::createRenderingInfo({
.renderExtent = shadowMap.getExtent2D(),
.depthImageView = shadowMap.imageView,
.renderExtent = depthImage.getExtent2D(),
.depthImageView = depthImage.imageView,
.depthImageClearValue = 1.f,
});
renderInfo.renderingInfo.pDepthAttachment = &renderInfo.depthAttachment;
@@ -167,31 +274,49 @@ void ShadowMapPipeline::draw(
m_pipeline->bind(cmd);
resources.bindBindlessDescSet(cmd, m_pipelineLayout);
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
}
void ShadowMapPipeline::endDepthRendering(VkCommandBuffer cmd, const GPUImage& depthImage)
{
vkCmdEndRendering(cmd);
vkutil::transitionImage(
cmd,
depthImage.image,
depthImage.layout,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
depthImage.setLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
void ShadowMapPipeline::setRenderRegion(VkCommandBuffer cmd, const VkRect2D& region)
{
const auto viewport = VkViewport{
.x = 0.f,
.y = 0.f,
.width = static_cast<float>(SHADOW_MAP_SIZE),
.height = static_cast<float>(SHADOW_MAP_SIZE),
.x = static_cast<float>(region.offset.x),
.y = static_cast<float>(region.offset.y),
.width = static_cast<float>(region.extent.width),
.height = static_cast<float>(region.extent.height),
.minDepth = 0.f,
.maxDepth = 1.f,
};
vkCmdSetViewport(cmd, 0, 1, &viewport);
vkCmdSetScissor(cmd, 0, 1, &region);
}
const auto scissor = VkRect2D{
.offset = {},
.extent = shadowMap.getExtent2D(),
};
vkCmdSetScissor(cmd, 0, 1, &scissor);
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
void ShadowMapPipeline::drawShadowCasters(
VkCommandBuffer cmd,
const RenderResources& resources,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands,
const glm::mat4& lightViewProj)
{
const MeshCache& meshCache = resources.meshes();
MeshID prevMeshId = NULL_MESH_ID;
const Frustum lightFrustum = edge::createFrustumFromViewProj(lightViewProj);
MeshID previousMeshId = NULL_MESH_ID;
const auto drawOne = [&](const MeshDrawCommand& dc)
const auto drawCaster = [&](const MeshDrawCommand& dc)
{
if (!dc.castShadow)
if (!dc.castShadow || !edge::isInFrustum(lightFrustum, dc.worldBoundingSphere))
{
return;
}
@@ -208,21 +333,18 @@ void ShadowMapPipeline::draw(
dc.materialId,
dc.skinnedMesh != nullptr ? ", skinned" : "");
if (dc.meshId != prevMeshId)
if (dc.meshId != previousMeshId)
{
prevMeshId = dc.meshId;
previousMeshId = dc.meshId;
vkCmdBindIndexBuffer(cmd, mesh.indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
}
const auto pushConstants = PushConstants{
.transform = dc.transformMatrix,
.sceneDataBuffer = sceneDataBuffer.address,
.modelToLightClip = lightViewProj * dc.transformMatrix,
.vertexBuffer =
dc.skinnedMesh != nullptr
? dc.skinnedMesh->skinnedVertexBuffer.address
: mesh.vertexBuffer.address,
.materialId = dc.materialId,
.padding = 0,
};
vkCmdPushConstants(
@@ -243,23 +365,14 @@ void ShadowMapPipeline::draw(
for (std::size_t drawIndex : sortedDrawCommands)
{
assert(drawIndex < drawCommands.size());
drawOne(drawCommands[drawIndex]);
drawCaster(drawCommands[drawIndex]);
}
}
else
{
for (const MeshDrawCommand& dc : drawCommands)
{
drawOne(dc);
drawCaster(dc);
}
}
vkCmdEndRendering(cmd);
vkutil::transitionImage(
cmd,
shadowMap.image,
shadowMap.layout,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
shadowMap.setLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
+70 -11
View File
@@ -70,6 +70,8 @@ void GameRenderer::beginDrawing(GfxDevice& gfxDevice)
skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
lightCullingPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
shadowLightDirection.reset();
submittedLights.clear();
spotShadows.clear();
Renderer2D::GetInstance().Clear();
}
@@ -126,15 +128,26 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Lights Buffer Flush");
vkutil::ScopedCmdLabel label(cmd, "Lights Buffer Flush", vkutil::labelColors::transfer);
uploadLights(sceneData.camera);
lightCullingPipeline->flushCurrentFrame(cmd, gfxDevice);
}
const glm::mat4 lightViewProj = shadowLightDirection
? shadowMapPipeline->calculateLightViewProj(
? shadowMapPipeline->calculateDirectionalViewProj(
*shadowLightDirection,
sceneData.camera.GetPosition())
: glm::mat4{1.0f};
std::array<GPUSpotShadow, ShadowMapPipeline::MAX_SPOT_SHADOWS> gpuSpotShadows{};
std::ranges::copy(spotShadows, gpuSpotShadows.begin());
std::vector<glm::mat4> spotShadowViewProjs;
spotShadowViewProjs.reserve(spotShadows.size());
for (const GPUSpotShadow& spotShadow : spotShadows)
{
spotShadowViewProjs.push_back(spotShadow.lightViewProj);
}
// TODO: there has to be a better way to do this
const auto gpuSceneData = GPUSceneData{
.view = sceneData.camera.GetViewMatrix(),
@@ -156,6 +169,9 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
.shadowNormalOffset = shadowMapPipeline->getNormalOffset(),
.padding = 0,
.lightViewProj = lightViewProj,
.spotShadowAtlasId = static_cast<std::uint32_t>(shadowMapPipeline->getSpotShadowAtlasId()),
.spotShadowTilesPerRow = ShadowMapPipeline::SPOT_SHADOW_TILES_PER_ROW,
.spotShadows = gpuSpotShadows,
};
{
@@ -212,12 +228,25 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Shadow Map");
vkutil::ScopedCmdLabel label(cmd, "Shadow Map", vkutil::labelColors::shadow);
shadowMapPipeline->draw(
shadowMapPipeline->drawDirectionalShadow(
cmd,
*resources,
sceneDataBuffer.getBuffer(),
meshDrawCommands,
sortedMeshDrawCommands);
sortedMeshDrawCommands,
lightViewProj);
}
if (!spotShadowViewProjs.empty())
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Spot Shadows");
vkutil::ScopedCmdLabel label(cmd, "Spot Shadows", vkutil::labelColors::shadow);
shadowMapPipeline->drawSpotShadows(
cmd,
*resources,
meshDrawCommands,
sortedMeshDrawCommands,
spotShadowViewProjs);
}
{
@@ -400,6 +429,8 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
lightCullingPipeline.reset();
shadowMapPipeline.reset();
shadowLightDirection.reset();
submittedLights.clear();
spotShadows.clear();
pendingMaterialUploads.clear();
meshDrawCommands.clear();
sortedMeshDrawCommands.clear();
@@ -444,18 +475,46 @@ void GameRenderer::drawSkinnedMesh(MeshID id,
void GameRenderer::submitLight(const Light& light)
{
Light submittedLight = light;
submittedLights.push_back(light);
}
// there's a single shadow map, the first shadow casting directional light gets it
submittedLight.castShadows =
light.castShadows && light.type == LightType::Directional && !shadowLightDirection;
void GameRenderer::uploadLights(const Camera& camera)
{
const Frustum cameraFrustum = edge::createFrustumFromCamera(camera);
if (submittedLight.castShadows)
for (const Light& light : submittedLights)
{
shadowLightDirection = light.direction;
lightCullingPipeline->appendLight(light, assignShadowIndex(light, cameraFrustum));
}
}
std::uint32_t GameRenderer::assignShadowIndex(const Light& light, const Frustum& cameraFrustum)
{
if (!light.castShadows)
{
return NO_SHADOW;
}
lightCullingPipeline->appendLight(submittedLight);
// there's a single directional shadow map, the first shadow casting directional light gets it
if (light.type == LightType::Directional && !shadowLightDirection)
{
shadowLightDirection = light.direction;
return 0;
}
if (light.type == LightType::Spot && spotShadows.size() < ShadowMapPipeline::MAX_SPOT_SHADOWS)
{
const GPUSpotShadow spotShadow = ShadowMapPipeline::calculateSpotShadow(light);
if (!edge::frustumsOverlap(cameraFrustum, spotShadow.lightViewProj))
{
return NO_SHADOW;
}
spotShadows.push_back(spotShadow);
return static_cast<std::uint32_t>(spotShadows.size() - 1);
}
return NO_SHADOW;
}
const GPUImage& GameRenderer::getDrawImage() const
-1
View File
@@ -32,7 +32,6 @@ public:
private:
void setupSkybox();
void drawCrosshair();
void drawViewModeHint();
void updateViewMode();
[[nodiscard]] CameraComponent* getSceneCamera() const;
[[nodiscard]] Camera& getViewCamera();
-20
View File
@@ -103,25 +103,6 @@ void LightKeeper::updateViewMode()
}
}
void LightKeeper::drawViewModeHint()
{
if (isPlayerViewActive() || mainScene.playerController == nullptr) {
return;
}
constexpr std::string_view hint = "Free camera RMB look WASD / Q E move F5 play";
constexpr float hintSize = 18.0f;
const VkExtent3D extent = renderer.getDrawImage().extent;
const glm::vec2 hintExtent = hudFont.MeasureText(hint, hintSize);
Renderer2D::GetInstance().DrawText(
hudFont,
hint,
{16.0f, static_cast<float>(extent.height) - hintExtent.y - 12.0f},
hintSize,
TextStyle{.color = {1.0f, 1.0f, 1.0f, 0.85f}, .outline = 2.0f, .outlineColor = {0.0f, 0.0f, 0.0f, 0.6f}});
}
void LightKeeper::drawCrosshair()
{
if (!isPlayerViewActive()) {
@@ -185,7 +166,6 @@ void LightKeeper::customDraw()
renderer.beginDrawing(gfxDevice);
submitDebugDraws();
drawCrosshair();
drawViewModeHint();
if (isPlayerViewActive())
{
+18
View File
@@ -60,6 +60,23 @@ namespace {
sun->SetCastShadows(true);
}
void CreateHelmetSpotlight(Scene& scene)
{
const glm::vec3 position{2.0f, 3.5f, -2.5f};
const glm::vec3 target{2.0f, GroundHeight, 0.0f};
GameObject* spotObj = scene.CreateGameObject("HelmetSpotlight");
spotObj->GetTransform().SetWorldPosition(position);
spotObj->GetTransform().SetWorldRotation(glm::quatLookAt(glm::normalize(target - position), glm::vec3{0.0f, 1.0f, 0.0f}));
auto* spot = spotObj->AddComponent<LightComponent>(LightType::Spot);
spot->SetColor(glm::vec3{1.0f, 0.85f, 0.7f});
spot->SetIntensity(25.0f);
spot->SetRange(12.0f);
spot->SetConeAngles(glm::radians(20.0f), glm::radians(30.0f));
spot->SetCastShadows(true);
}
void CreateGround(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources)
{
const auto planeModel = AssetManager::GetInstance().LoadModel("game://plane.glb", StaticModelOptions());
@@ -443,6 +460,7 @@ MainSceneObjects BuildMainScene(Scene& scene, GfxDevice& gfxDevice, RenderResour
CreateGround(scene, gfxDevice, resources);
CreateParkourCourse(scene, gfxDevice, resources);
CreateFlightHelmet(scene, gfxDevice, resources);
CreateHelmetSpotlight(scene);
CreateTree(scene, gfxDevice, resources);
// CreateCapybara(scene, gfxDevice, resources);
CreateTriggerZone(scene);
+30
View File
@@ -35,6 +35,8 @@
#include <destrum/Graphics/Resources/PrimitiveMeshes.h>
#include <destrum/Graphics/Managers/Renderer2D.h>
#include <destrum/Graphics/Resources/Font.h>
#include <glm/gtc/matrix_transform.hpp>
#include <destrum/Graphics/Frustum.h>
#include <destrum/Components/LightComponent.h>
#include <destrum/Components/Physics/Rigidbody.h>
#include <destrum/Graphics/Material.h>
@@ -511,6 +513,33 @@ namespace {
SceneManager::GetInstance().Destroy();
}
void testFrustumFromViewProj()
{
const auto lookingAlongPositiveZ = [](const glm::vec3& position, float range) {
const glm::mat4 view = glm::lookAt(position, position + glm::vec3{0.0f, 0.0f, 1.0f}, glm::vec3{0.0f, 1.0f, 0.0f});
return glm::perspectiveRH_ZO(glm::radians(60.0f), 1.0f, 0.1f, range) * view;
};
const glm::mat4 viewProj = lookingAlongPositiveZ(glm::vec3{0.0f}, 20.0f);
const Frustum frustum = edge::createFrustumFromViewProj(viewProj);
check(edge::isInFrustum(frustum, Sphere{{0.0f, 0.0f, 10.0f}, 0.5f}), "a sphere in front must be inside");
check(!edge::isInFrustum(frustum, Sphere{{0.0f, 0.0f, -5.0f}, 0.5f}), "a sphere behind must be outside");
check(!edge::isInFrustum(frustum, Sphere{{0.0f, 0.0f, 30.0f}, 0.5f}), "a sphere past the far plane must be outside");
check(!edge::isInFrustum(frustum, Sphere{{15.0f, 0.0f, 10.0f}, 0.5f}), "a sphere to the side must be outside");
const auto corners = edge::calculateFrustumCorners(viewProj);
const bool cornersOnNearAndFar = std::ranges::all_of(corners, [](const glm::vec3& corner) {
return std::abs(corner.z - 0.1f) < 0.001f || std::abs(corner.z - 20.0f) < 0.01f;
});
check(cornersOnNearAndFar, "frustum corners must lie on the near and far planes");
check(edge::frustumsOverlap(frustum, lookingAlongPositiveZ(glm::vec3{0.0f, 0.0f, 5.0f}, 10.0f)),
"a frustum in front of the camera must overlap");
check(!edge::frustumsOverlap(frustum, lookingAlongPositiveZ(glm::vec3{0.0f, 0.0f, -30.0f}, 10.0f)),
"a frustum entirely behind the camera must not overlap");
}
void testRenderer2DShapes()
{
auto& r2d = Renderer2D::GetInstance();
@@ -1305,6 +1334,7 @@ int main()
testPrimitiveBoxMesh();
testColliderCenterOffset();
testCapsuleColliderDebugLines();
testFrustumFromViewProj();
testRenderer2DShapes();
testFontAtlasAndLayout();
std::cout << "destrum tests passed\n";