Added cascaded shadow mapping example

This commit is contained in:
saschawillems 2017-12-09 21:12:55 +01:00
parent f4281096ea
commit 3c150e18f3
14 changed files with 1081 additions and 0 deletions

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#version 450
layout (binding = 1) uniform sampler2DArray shadowMap;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
layout(push_constant) uniform PushConsts {
uint cascadeIndex;
} pushConsts;
void main()
{
float depth = texture(shadowMap, vec3(inUV, float(pushConsts.cascadeIndex))).r;
outFragColor = vec4(vec3((depth)), 1.0);
}

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#version 450
layout (location = 0) out vec2 outUV;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}

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#version 450
void main()
{
}

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#version 450
layout (location = 0) in vec3 inPos;
// todo: pass via specialization constant
#define SHADOW_MAP_CASCADE_COUNT 4
layout(push_constant) uniform PushConsts {
uint cascadeIndex;
} pushConsts;
layout (binding = 0) uniform UBO {
mat4[SHADOW_MAP_CASCADE_COUNT] cascadeViewProjMat;
} ubo;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
gl_Position = ubo.cascadeViewProjMat[pushConsts.cascadeIndex] * vec4(inPos, 1.0);
}

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#version 450
#define SHADOW_MAP_CASCADE_COUNT 4
layout (binding = 1) uniform sampler2DArray shadowMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewPos;
layout (location = 3) in vec3 inPos;
layout (constant_id = 0) const int enablePCF = 0;
layout (location = 0) out vec4 outFragColor;
#define ambient 0.1
layout (binding = 2) uniform UBO {
vec4 cascadeSplits;
mat4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
mat4 inverseViewMat;
vec3 lightDir;
float _pad;
int colorCascades;
} ubo;
const mat4 biasMat = mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 1.0
);
float textureProj(vec4 P, vec2 offset, uint cascadeIndex)
{
float shadow = 1.0;
float bias = 0.005;
vec4 shadowCoord = P / P.w;
if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 ) {
float dist = texture(shadowMap, vec3(shadowCoord.st + offset, cascadeIndex)).r;
if (shadowCoord.w > 0 && dist < shadowCoord.z - bias) {
shadow = ambient;
}
}
return shadow;
}
float filterPCF(vec4 sc, uint cascadeIndex)
{
ivec2 texDim = textureSize(shadowMap, 0).xy;
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, vec2(dx*x, dy*y), cascadeIndex);
count++;
}
}
return shadowFactor / count;
}
void main()
{
// 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(inViewPos.z < ubo.cascadeSplits[i]) {
cascadeIndex = i + 1;
}
}
// Depth compare for shadowing
vec4 shadowCoord = (biasMat * ubo.cascadeViewProjMat[cascadeIndex]) * vec4(inPos, 1.0);
float shadow = 0;
if (enablePCF == 1) {
shadow = filterPCF(shadowCoord / shadowCoord.w, cascadeIndex);
} else {
shadow = textureProj(shadowCoord / shadowCoord.w, vec2(0.0), cascadeIndex);
}
// Directional light
vec3 N = normalize(inNormal);
vec3 L = normalize(-ubo.lightDir);
vec3 H = normalize(L + inViewPos);
float diffuse = max(dot(N, L), 0.0);
vec3 lightColor = vec3(1.0);
outFragColor.rgb = max(lightColor * (diffuse ), vec3(0.0));
outFragColor.rgb *= shadow;
// Color cascades (if enabled)
if (ubo.colorCascades == 1) {
switch(cascadeIndex) {
case 0 :
outFragColor.rgb *= vec3(1.0f, 0.0f, 0.0f);
break;
case 1 :
outFragColor.rgb *= vec3(0.0f, 1.0f, 0.0f);
break;
case 2 :
outFragColor.rgb *= vec3(0.0f, 0.0f, 1.0f);
break;
case 3 :
outFragColor.rgb *= vec3(1.0f, 1.0f, 0.0f);
break;
}
}
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 view;
mat4 model;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewPos;
layout (location = 3) out vec3 outPos;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
outColor = inColor;
outNormal = inNormal;
outPos = inPos;
outViewPos = (ubo.view * vec4(inPos.xyz, 1.0)).xyz;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
}

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