Graphics/Shader: Add light shadow support to PBR

This commit is contained in:
SirLynix 2023-10-14 01:07:03 +02:00 committed by Jérôme Leclercq
parent ceedfbabaf
commit d92a307fb8
1 changed files with 90 additions and 50 deletions

View File

@ -6,10 +6,12 @@ import LightData from Engine.LightData;
import SkeletalData from Engine.SkeletalData;
import ViewerData from Engine.ViewerData;
import * from Engine.LightShadow;
import SkinLinearPosition, SkinLinearPositionNormal from Engine.SkinningLinear;
// Pass-specific options
option DepthPass: bool = false;
option DistanceDepth: bool = false;
// Basic material options
option HasBaseColorTexture: bool = false;
@ -40,6 +42,8 @@ option VertexUvLoc: i32 = -1;
option VertexJointIndicesLoc: i32 = -1;
option VertexJointWeightsLoc: i32 = -1;
option MaxLightCount: u32 = u32(3); //< FIXME: Fix integral value types
const HasNormal = (VertexNormalLoc >= 0);
const HasVertexColor = (VertexColorLoc >= 0);
const HasColor = (HasVertexColor || Billboard);
@ -87,7 +91,10 @@ external
[tag("InstanceData")] instanceData: uniform[InstanceData],
[tag("ViewerData")] viewerData: uniform[ViewerData],
[tag("SkeletalData")] skeletalData: uniform[SkeletalData],
[tag("LightData")] lightData: uniform[LightData]
[tag("LightData")] lightData: uniform[LightData],
[tag("ShadowMapsDirectional")] shadowMapsDirectional: array[depth_sampler2D_array[f32], MaxLightCount],
[tag("ShadowMapsPoint")] shadowMapsPoint: array[sampler_cube[f32], MaxLightCount],
[tag("ShadowMapsSpot")] shadowMapsSpot: array[depth_sampler2D[f32], MaxLightCount],
}
struct VertToFrag
@ -101,16 +108,16 @@ struct VertToFrag
}
// Fragment stage
import DistributionGGX, GeometrySmith, FresnelSchlick from Math.CookTorrancePBR;
import ComputeLightRadiance, DistributionGGX, GeometrySmith, FresnelSchlick from Math.CookTorrancePBR;
import Pi from Math.Constants;
struct FragOut
{
[location(0)] RenderTarget0: vec4[f32]
[location(0)] RenderTarget0: vec4[f32],
[builtin(frag_depth), cond(DistanceDepth)] fragdepth: f32,
}
[entry(frag), cond(!DepthPass || AlphaTest)]
fn main(input: VertToFrag) -> FragOut
fn ComputeColor(input: VertToFrag) -> vec4[f32]
{
let color = settings.BaseColor;
@ -126,6 +133,13 @@ fn main(input: VertToFrag) -> FragOut
const if (HasAlphaTexture)
color.w *= MaterialAlphaMap.Sample(input.uv).x;
return color;
}
[entry(frag), cond(!DepthPass)]
fn main(input: VertToFrag) -> FragOut
{
let color = ComputeColor(input);
const if (AlphaTest)
{
if (color.w < settings.AlphaThreshold)
@ -170,61 +184,55 @@ fn main(input: VertToFrag) -> FragOut
let albedoFactor = albedo / Pi;
/*for i in u32(0) -> lightData.lightCount
for lightIndex in u32(0) -> lightData.directionalLightCount
{
let light = lightData.lights[i];
let light = lightData.directionalLights[lightIndex];
let attenuation = 1.0;
let lambert = max(dot(normal, -light.direction), 0.0);
// TODO: Add switch instruction
let lightToPosNorm: vec3[f32];
if (light.type == DirectionalLight)
lightToPosNorm = -light.parameter1.xyz;
else
{
// PointLight | SpotLight
let lightPos = light.parameter1.xyz;
let lightInvRadius = light.parameter1.w;
let shadowFactor = ComputeDirectionalLightShadow(light, shadowMapsDirectional[lightIndex], input.worldPos, lambert, viewerData.viewMatrix);
let radiance = ComputeLightRadiance(light.color.rgb, -light.direction, 1.0, albedoFactor, eyeVec, F0, normal, metallic, roughness);
let lightToPos = input.worldPos - lightPos;
let dist = length(lightToPos);
lightRadiance += shadowFactor * radiance;
}
attenuation = max(1.0 - dist * lightInvRadius, 0.0);
lightToPosNorm = lightToPos / max(dist, 0.0001);
for lightIndex in u32(0) -> lightData.pointLightCount
{
let light = lightData.pointLights[lightIndex];
if (light.type == SpotLight)
{
let lightDir = light.parameter2.xyz;
let lightInnerAngle = light.parameter3.x;
let lightOuterAngle = light.parameter3.y;
let lightToPos = input.worldPos - light.position;
let dist = length(lightToPos);
let curAngle = dot(lightDir, lightToPosNorm);
let innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
attenuation *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
}
}
let attenuation = max(1.0 - dist * light.invRadius, 0.0);
let lightToPosNorm = lightToPos / max(dist, 0.0001);
let radiance = light.color.rgb * attenuation;
let shadowFactor = ComputePointLightShadow(light, shadowMapsPoint[lightIndex], dist, lightToPosNorm);
let radiance = ComputeLightRadiance(light.color.rgb, lightToPosNorm, attenuation, albedoFactor, eyeVec, F0, normal, metallic, roughness);
let halfDir = normalize(lightToPosNorm + eyeVec);
lightRadiance += shadowFactor * radiance;
}
// Cook-Torrance BRDF
let NDF = DistributionGGX(normal, halfDir, roughness);
let G = GeometrySmith(normal, eyeVec, lightToPosNorm, roughness);
let F = FresnelSchlick(max(dot(halfDir, eyeVec), 0.0), F0);
for lightIndex in u32(0) -> lightData.spotLightCount
{
let light = lightData.spotLights[lightIndex];
let kS = F;
let diffuse = vec3[f32](1.0, 1.0, 1.0) - kS;
diffuse *= 1.0 - metallic;
let lightToPos = input.worldPos - light.position;
let dist = length(lightToPos);
let lightToPosNorm = lightToPos / max(dist, 0.0001);
let numerator = NDF * G * F;
let denominator = 4.0 * max(dot(normal, eyeVec), 0.0) * max(dot(normal, lightToPosNorm), 0.0);
let specular = numerator / max(denominator, 0.0001);
let curAngle = dot(light.direction, lightToPosNorm);
let innerMinusOuterAngle = light.innerAngle - light.outerAngle;
let NdotL = max(dot(normal, lightToPosNorm), 0.0);
lightRadiance += (diffuse * albedoFactor + specular) * radiance * NdotL;
}*/
let attenuation = max(1.0 - dist * light.invRadius, 0.0);
attenuation *= max((curAngle - light.outerAngle) / innerMinusOuterAngle, 0.0);
let lambert = clamp(dot(normal, -lightToPosNorm), 0.0, 1.0);
let shadowFactor = ComputeSpotLightShadow(light, shadowMapsSpot[lightIndex], input.worldPos, lambert);
let radiance = ComputeLightRadiance(light.color.rgb, lightToPosNorm, attenuation, albedoFactor, eyeVec, F0, normal, metallic, roughness);
lightRadiance += shadowFactor * radiance;
}
let ambient = (0.03).rrr * albedo;
@ -244,9 +252,41 @@ fn main(input: VertToFrag) -> FragOut
}
}
// Dummy fragment shader (TODO: Add a way to delete stage?)
[entry(frag), cond(DepthPass && !AlphaTest)]
fn main() {}
// Shadow passes entries
[entry(frag), cond(DepthPass && DistanceDepth)]
[depth_write(replace)]
fn main(input: VertToFrag) -> FragOut
{
let color = ComputeColor(input);
const if (AlphaTest)
{
if (color.w < settings.AlphaThreshold)
discard;
}
let output: FragOut;
output.RenderTarget0 = color;
let dist = distance(viewerData.eyePosition, input.worldPos);
output.fragdepth = dist / viewerData.farPlane;
return output;
}
[entry(frag), cond(DepthPass && AlphaTest && !DistanceDepth)]
fn main(input: VertToFrag) -> FragOut
{
let color = ComputeColor(input);
if (color.w < settings.AlphaThreshold)
discard;
let output: FragOut;
output.RenderTarget0 = color;
return output;
}
[entry(frag), cond(DepthPass && !AlphaTest && !DistanceDepth)]
fn main() {} //< dummy
// Vertex stage
struct VertIn