Add shadow mapping (wip)
This commit is contained in:
committed by
Jérôme Leclercq
parent
be9fba3190
commit
4a10c1f8fe
@@ -11,6 +11,7 @@
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#include <Nazara/Graphics/PointLight.hpp>
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/SpotLight.hpp>
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#include <Nazara/Graphics/ViewerInstance.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <Nazara/Math/Angle.hpp>
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@@ -61,6 +62,25 @@ namespace Nz
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}
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});
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lightData->onLightShadowCastingChanged.Connect(lightData->light->OnLightShadowCastingChanged, [=](Light* light, bool isCastingShadows)
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{
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if (isCastingShadows)
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m_shadowCastingLights.UnboundedSet(lightIndex);
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else
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{
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m_shadowCastingLights.Reset(lightIndex);
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lightData->pass.reset();
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}
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m_rebuildFrameGraph = true;
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});
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if (lightData->light->IsShadowCaster())
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{
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m_shadowCastingLights.UnboundedSet(lightIndex);
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m_rebuildFrameGraph = true;
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}
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return lightIndex;
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}
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@@ -248,6 +268,48 @@ namespace Nz
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return currentHash * 23 + newHash;
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};
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// Shadow map handling
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for (std::size_t i = m_shadowCastingLights.FindFirst(); i != m_shadowCastingLights.npos; i = m_shadowCastingLights.FindNext(i))
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(i);
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const Matrix4f& viewProjMatrix = lightData->camera->GetViewerInstance().GetViewProjMatrix();
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Frustumf frustum = Frustumf::Extract(viewProjMatrix);
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std::size_t visibilityHash = 5U;
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m_visibleRenderables.clear();
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for (const RenderableData& renderableData : m_renderablePool)
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{
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if ((lightData->renderMask & renderableData.renderMask) == 0)
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continue;
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WorldInstancePtr& worldInstance = m_worldInstances.RetrieveFromIndex(renderableData.worldInstanceIndex)->worldInstance;
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// Get global AABB
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BoundingVolumef boundingVolume(renderableData.renderable->GetAABB());
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boundingVolume.Update(worldInstance->GetWorldMatrix());
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if (!frustum.Contains(boundingVolume))
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continue;
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auto& visibleRenderable = m_visibleRenderables.emplace_back();
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visibleRenderable.instancedRenderable = renderableData.renderable;
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visibleRenderable.scissorBox = renderableData.scissorBox;
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visibleRenderable.worldInstance = worldInstance.get();
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if (renderableData.skeletonInstanceIndex != NoSkeletonInstance)
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visibleRenderable.skeletonInstance = m_skeletonInstances.RetrieveFromIndex(renderableData.skeletonInstanceIndex)->skeleton.get();
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else
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visibleRenderable.skeletonInstance = nullptr;
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visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(&renderableData));
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}
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lightData->pass->Prepare(renderFrame, frustum, m_visibleRenderables, visibilityHash);
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}
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// Render queues handling
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for (auto& viewerData : m_viewerPool)
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{
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@@ -398,6 +460,7 @@ namespace Nz
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void ForwardFramePipeline::UnregisterLight(std::size_t lightIndex)
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{
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m_lightPool.Free(lightIndex);
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m_shadowCastingLights.UnboundedReset(lightIndex);
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}
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void ForwardFramePipeline::UnregisterRenderable(std::size_t renderableIndex)
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@@ -486,6 +549,56 @@ namespace Nz
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{
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FrameGraph frameGraph;
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for (std::size_t i = m_shadowCastingLights.FindFirst(); i != m_shadowCastingLights.npos; i = m_shadowCastingLights.FindNext(i))
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(i);
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assert(lightData->light->GetLightType() == UnderlyingCast(BasicLightType::Spot));
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SpotLight& spotLight = SafeCast<SpotLight&>(*lightData->light);
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PixelFormat shadowMapFormat = lightData->light->GetShadowMapFormat();
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UInt32 shadowMapSize = lightData->light->GetShadowMapSize();
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lightData->shadowMapAttachmentIndex = frameGraph.AddAttachment({
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"Shadowmap",
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shadowMapFormat,
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shadowMapSize, shadowMapSize,
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true // fixed size
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});
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if (!lightData->camera)
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{
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lightData->camera = std::make_unique<Camera>(nullptr);
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ViewerInstance& viewerInstance = lightData->camera->GetViewerInstance();
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viewerInstance.OnTransferRequired.Connect([this](TransferInterface* transferInterface)
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{
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m_transferSet.insert(transferInterface);
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});
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lightData->camera->UpdateFOV(spotLight.GetOuterAngle());
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lightData->camera->UpdateZFar(spotLight.GetRadius());
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lightData->camera->UpdateViewport(Recti(0, 0, SafeCast<int>(shadowMapSize), SafeCast<int>(shadowMapSize)));
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viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(spotLight.GetPosition(), spotLight.GetRotation()));
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}
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if (!lightData->pass)
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{
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lightData->pass = std::make_unique<DepthPipelinePass>(*this, m_elementRegistry, lightData->camera.get());
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for (RenderableData& renderable : m_renderablePool)
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{
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std::size_t matCount = renderable.renderable->GetMaterialCount();
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for (std::size_t i = 0; i < matCount; ++i)
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{
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if (MaterialInstance* mat = renderable.renderable->GetMaterial(i).get())
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lightData->pass->RegisterMaterialInstance(*mat);
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}
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}
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lightData->pass->RegisterToFrameGraph(frameGraph, lightData->shadowMapAttachmentIndex);
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}
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}
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for (auto& viewerData : m_viewerPool)
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{
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viewerData.forwardColorAttachment = frameGraph.AddAttachment({
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@@ -503,7 +616,12 @@ namespace Nz
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if (viewerData.depthPrepass)
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viewerData.depthPrepass->RegisterToFrameGraph(frameGraph, viewerData.depthStencilAttachment);
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viewerData.forwardPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.depthStencilAttachment, viewerData.depthPrepass != nullptr);
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FramePass& forwardPass = viewerData.forwardPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.depthStencilAttachment, viewerData.depthPrepass != nullptr);
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for (std::size_t i = m_shadowCastingLights.FindFirst(); i != m_shadowCastingLights.npos; i = m_shadowCastingLights.FindNext(i))
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(i);
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forwardPass.AddInput(lightData->shadowMapAttachmentIndex);
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}
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viewerData.debugDrawPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.debugColorAttachment);
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}
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@@ -548,7 +666,7 @@ namespace Nz
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mergePass.AddOutput(renderTargetData.finalAttachment);
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mergePass.SetClearColor(0, Color::Black);
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mergePass.SetCommandCallback([&targetViewers](CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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mergePass.SetCommandCallback([&targetViewers](CommandBufferBuilder& builder, const FramePassEnvironment& env)
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{
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builder.SetScissor(env.renderRect);
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builder.SetViewport(env.renderRect);
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