Add slang shader for shadow mapping and shadow mapping cascades sample

This commit is contained in:
Sascha Willems 2025-04-28 21:03:37 +02:00
parent 126231756a
commit 153aa3b932
7 changed files with 436 additions and 8 deletions

View file

@ -1,10 +1,8 @@
/*
Vulkan Example - Cascaded shadow mapping for directional light sources
Copyright by Sascha Willems - www.saschawillems.de
Copyright (c) 2016-2025 by Sascha Willems - www.saschawillems.de
This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
/*
This example implements projective cascaded shadow mapping. This technique splits up the camera frustum into
multiple frustums with each getting its own full-res shadow map, implemented as a layered depth-only image.
The shader then selects the proper shadow map layer depending on what split of the frustum the depth value
@ -175,7 +173,7 @@ public:
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
// Floor
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
models.terrain.draw(commandBuffer, vkglTF::RenderFlags::BindImages, pipelineLayout);
// Trees
@ -189,7 +187,7 @@ public:
for (auto& position : positions) {
pushConstBlock.position = glm::vec4(position, 0.0f);
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
// This will also bind the texture images to set 1
models.tree.draw(commandBuffer, vkglTF::RenderFlags::BindImages, pipelineLayout);
}
@ -413,7 +411,7 @@ public:
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.debugShadowMap);
PushConstBlock pushConstBlock = {};
pushConstBlock.cascadeIndex = displayDepthMapCascadeIndex;
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
}
@ -490,7 +488,7 @@ public:
// Shared pipeline layout (scene and depth map debug display)
{
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(PushConstBlock), 0);
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(PushConstBlock), 0);
std::array<VkDescriptorSetLayout, 2> setLayouts = { descriptorSetLayout, vkglTF::descriptorSetLayoutImage };
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
@ -500,7 +498,7 @@ public:
// Depth pass pipeline layout
{
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(PushConstBlock), 0);
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(PushConstBlock), 0);
std::array<VkDescriptorSetLayout, 2> setLayouts = { descriptorSetLayout, vkglTF::descriptorSetLayoutImage };
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;

View file

@ -0,0 +1,23 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct UBO
{
float4x4 depthMVP;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
float4 vertexMain(float3 Pos) : SV_POSITION
{
return mul(ubo.depthMVP, float4(Pos, 1.0));
}
[shader("fragment")]
float4 fragmentMain()
{
return float4(1.0, 0.0, 0.0, 1.0);
}

View file

@ -0,0 +1,48 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4x4 lightSpace;
float4 lightPos;
float zNear;
float zFar;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColor;
float LinearizeDepth(float depth)
{
float n = ubo.zNear;
float f = ubo.zFar;
float z = depth;
return (2.0 * n) / (f + n - z * (f - n));
}
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
[shader("vertex")]
VSOutput vertexMain(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float depth = samplerColor.Sample(input.UV).r;
return float4((1.0 - LinearizeDepth(depth)).xxx, 1.0);
}

View file

@ -0,0 +1,116 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
float4 ShadowCoord;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4x4 lightSpace;
float4 lightPos;
float zNear;
float zFar;
};
ConstantBuffer<UBO> ubo;
Sampler2D shadowMapSampler;
[SpecializationConstant] const int enablePCF = 0;
#define ambient 0.1
float textureProj(float4 shadowCoord, float2 off)
{
float shadow = 1.0;
if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 )
{
float dist = shadowMapSampler.Sample(shadowCoord.xy + off).r;
if ( shadowCoord.w > 0.0 && dist < shadowCoord.z )
{
shadow = ambient;
}
}
return shadow;
}
float filterPCF(float4 sc)
{
int2 texDim;
shadowMapSampler.GetDimensions(texDim.x, texDim.y);
float scale = 1.5;
float dx = scale * 1.0 / float(texDim.x);
float dy = scale * 1.0 / float(texDim.y);
float shadowFactor = 0.0;
int count = 0;
int range = 1;
for (int x = -range; x <= range; x++)
{
for (int y = -range; y <= range; y++)
{
shadowFactor += textureProj(sc, float2(dx*x, dy*y));
count++;
}
}
return shadowFactor / count;
}
static const float4x4 biasMat = float4x4(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.Normal = input.Normal;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.model, input.Normal);
output.LightVec = normalize(ubo.lightPos.xyz - input.Pos);
output.ViewVec = -pos.xyz;
output.ShadowCoord = mul(biasMat, mul(ubo.lightSpace, mul(ubo.model, float4(input.Pos, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float shadow = (enablePCF == 1) ? filterPCF(input.ShadowCoord / input.ShadowCoord.w) : textureProj(input.ShadowCoord / input.ShadowCoord.w, float2(0.0, 0.0));
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = normalize(-reflect(L, N));
float3 diffuse = max(dot(N, L), ambient) * input.Color;
return float4(diffuse * shadow, 1.0);
}

View file

@ -0,0 +1,29 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
[[vk::binding(1,0)]] Sampler2DArray shadowMapSampler;
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
[shader("vertex")]
VSOutput vertexMain(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input, uniform float4 meshPosition, uniform uint cascadeIndex)
{
float depth = shadowMapSampler.Sample(float3(input.UV, float(cascadeIndex))).r;
return float4(depth.xxx, 1.0);
}

View file

@ -0,0 +1,46 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
// todo: pass via specialization constant
#define SHADOW_MAP_CASCADE_COUNT 4
struct UBO {
float4x4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
};
[[vk::binding(3, 0)]] ConstantBuffer<UBO> ubo;
[[vk::binding(0, 1)]] Sampler2D colorMapSampler : register(s0, space1);
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4 meshPosition, uniform uint cascadeIndex)
{
VSOutput output;
output.UV = input.UV;
float3 pos = input.Pos + meshPosition.xyz;
output.Pos = mul(ubo.cascadeViewProjMat[cascadeIndex], float4(pos, 1.0));
return output;
}
[shader("fragment")]
void fragmentMain(VSOutput input)
{
float alpha = colorMapSampler.Sample(input.UV).a;
if (alpha < 0.5) {
clip(-1);
}
}

View file

@ -0,0 +1,168 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#define SHADOW_MAP_CASCADE_COUNT 4
struct VSInput
{
float3 Pos;
float2 UV;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewPos;
float3 WorldPos;
float2 UV;
};
[SpecializationConstant] const int enablePCF = 0;
#define ambient 0.3
struct UBOScene {
float4x4 projection;
float4x4 view;
float4x4 model;
};
ConstantBuffer<UBOScene> uboScene;
[[vk::binding(1, 0)]] Sampler2DArray shadowMapSampler;
struct UBOCascades {
float4 cascadeSplits;
float4x4 inverseViewMat;
float3 lightDir;
float _pad;
int colorCascades;
};
[[vk::binding(2, 0)]] ConstantBuffer<UBOCascades> uboCascades;
struct CVPM {
float4x4 matrices[SHADOW_MAP_CASCADE_COUNT];
};
[[vk::binding(3, 0)]] ConstantBuffer<CVPM> cascadeViewProjMatrices;
[[vk::binding(0, 1)]] Sampler2D colorMapSampler;
static const float4x4 biasMat = float4x4(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
float textureProj(float4 shadowCoord, float2 offset, uint cascadeIndex)
{
float shadow = 1.0;
float bias = 0.005;
if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0) {
float dist = shadowMapSampler.Sample(float3(shadowCoord.xy + offset, cascadeIndex)).r;
if (shadowCoord.w > 0 && dist < shadowCoord.z - bias) {
shadow = ambient;
}
}
return shadow;
}
float filterPCF(float4 sc, uint cascadeIndex)
{
int3 texDim;
shadowMapSampler.GetDimensions(texDim.x, texDim.y, texDim.z);
float scale = 0.75;
float dx = scale * 1.0 / float(texDim.x);
float dy = scale * 1.0 / float(texDim.y);
float shadowFactor = 0.0;
int count = 0;
int range = 1;
for (int x = -range; x <= range; x++) {
for (int y = -range; y <= range; y++) {
shadowFactor += textureProj(sc, float2(dx*x, dy*y), cascadeIndex);
count++;
}
}
return shadowFactor / count;
}
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4 meshPosition)
{
VSOutput output;
output.Color = input.Color;
output.Normal = input.Normal;
output.UV = input.UV;
float3 pos = input.Pos + meshPosition.xyz;
output.WorldPos = pos;
output.ViewPos = mul(uboScene.view, float4(pos.xyz, 1.0)).xyz;
output.Pos = mul(uboScene.projection, mul(uboScene.view, mul(uboScene.model, float4(pos.xyz, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float4 outFragColor;
float4 color = colorMapSampler.Sample(input.UV);
if (color.a < 0.5) {
clip(-1);
}
// Get cascade index for the current fragment's view position
uint cascadeIndex = 0;
for (uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; ++i) {
if (input.ViewPos.z < uboCascades.cascadeSplits[i]) {
cascadeIndex = i + 1;
}
}
// Depth compare for shadowing
float4 shadowCoord = mul(biasMat, mul(cascadeViewProjMatrices.matrices[cascadeIndex], float4(input.WorldPos, 1.0)));
float shadow = 0;
if (enablePCF == 1) {
shadow = filterPCF(shadowCoord / shadowCoord.w, cascadeIndex);
} else {
shadow = textureProj(shadowCoord / shadowCoord.w, float2(0.0, 0.0), cascadeIndex);
}
// Directional light
float3 N = normalize(input.Normal);
float3 L = normalize(-uboCascades.lightDir);
float3 H = normalize(L + input.ViewPos);
float diffuse = max(dot(N, L), ambient);
float3 lightColor = float3(1.0, 1.0, 1.0);
outFragColor.rgb = max(lightColor * (diffuse * color.rgb), float3(0.0, 0.0, 0.0));
outFragColor.rgb *= shadow;
outFragColor.a = color.a;
// Color cascades (if enabled)
if (uboCascades.colorCascades == 1) {
switch(cascadeIndex) {
case 0 :
outFragColor.rgb *= float3(1.0f, 0.25f, 0.25f);
break;
case 1 :
outFragColor.rgb *= float3(0.25f, 1.0f, 0.25f);
break;
case 2 :
outFragColor.rgb *= float3(0.25f, 0.25f, 1.0f);
break;
case 3 :
outFragColor.rgb *= float3(1.0f, 1.0f, 0.25f);
break;
}
}
return outFragColor;
}