Texture tree and terrain scene, refactoring and cleanup
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34942b08c5
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75b2a72957
13 changed files with 200 additions and 97 deletions
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@ -3,15 +3,12 @@
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layout (binding = 1) uniform sampler2DArray shadowMap;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) flat in uint inCascadeIndex;
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layout (location = 0) out vec4 outFragColor;
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layout(push_constant) uniform PushConsts {
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uint cascadeIndex;
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} pushConsts;
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void main()
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{
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float depth = texture(shadowMap, vec3(inUV, float(pushConsts.cascadeIndex))).r;
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float depth = texture(shadowMap, vec3(inUV, float(inCascadeIndex))).r;
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outFragColor = vec4(vec3((depth)), 1.0);
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}
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@ -1,14 +1,20 @@
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#version 450
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layout(push_constant) uniform PushConsts {
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vec4 position;
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uint cascadeIndex;
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} pushConsts;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out uint outCascadeIndex;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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outCascadeIndex = pushConsts.cascadeIndex;
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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@ -1,5 +1,13 @@
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D colorMap;
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layout (location = 0) in vec2 inUV;
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void main()
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{
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float alpha = texture(colorMap, inUV).a;
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if (alpha < 0.5) {
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discard;
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}
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}
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@ -1,11 +1,13 @@
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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// todo: pass via specialization constant
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#define SHADOW_MAP_CASCADE_COUNT 4
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layout(push_constant) uniform PushConsts {
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vec4 position;
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uint cascadeIndex;
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} pushConsts;
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@ -13,11 +15,15 @@ layout (binding = 0) uniform UBO {
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mat4[SHADOW_MAP_CASCADE_COUNT] cascadeViewProjMat;
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} ubo;
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main()
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{
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gl_Position = ubo.cascadeViewProjMat[pushConsts.cascadeIndex] * vec4(inPos, 1.0);
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outUV = inUV;
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vec3 pos = inPos + pushConsts.position.xyz;
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gl_Position = ubo.cascadeViewProjMat[pushConsts.cascadeIndex] * vec4(pos, 1.0);
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}
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@ -2,20 +2,22 @@
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#define SHADOW_MAP_CASCADE_COUNT 4
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layout (binding = 1) uniform sampler2DArray shadowMap;
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layout (set = 0, binding = 1) uniform sampler2DArray shadowMap;
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layout (set = 1, binding = 0) uniform sampler2D colorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inViewPos;
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layout (location = 3) in vec3 inPos;
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layout (location = 4) in vec2 inUV;
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layout (constant_id = 0) const int enablePCF = 0;
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layout (location = 0) out vec4 outFragColor;
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#define ambient 0.1
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#define ambient 0.3
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layout (binding = 2) uniform UBO {
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layout (set = 0, binding = 2) uniform UBO {
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vec4 cascadeSplits;
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mat4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
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mat4 inverseViewMat;
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@ -69,6 +71,11 @@ float filterPCF(vec4 sc, uint cascadeIndex)
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void main()
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{
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vec4 color = texture(colorMap, inUV);
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if (color.a < 0.5) {
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discard;
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}
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// Get cascade index for the current fragment's view position
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uint cascadeIndex = 0;
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for(uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; ++i) {
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@ -91,10 +98,11 @@ void main()
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vec3 N = normalize(inNormal);
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vec3 L = normalize(-ubo.lightDir);
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vec3 H = normalize(L + inViewPos);
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float diffuse = max(dot(N, L), 0.0);
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float diffuse = max(dot(N, L), ambient);
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vec3 lightColor = vec3(1.0);
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outFragColor.rgb = max(lightColor * (diffuse * inColor), vec3(0.0));
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outFragColor.rgb = max(lightColor * (diffuse * color.rgb), vec3(0.0));
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outFragColor.rgb *= shadow;
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outFragColor.a = color.a;
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// Color cascades (if enabled)
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if (ubo.colorCascades == 1) {
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@ -15,6 +15,12 @@ layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewPos;
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layout (location = 3) out vec3 outPos;
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layout (location = 4) out vec2 outUV;
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layout(push_constant) uniform PushConsts {
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vec4 position;
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uint cascadeIndex;
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} pushConsts;
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out gl_PerVertex {
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vec4 gl_Position;
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@ -24,8 +30,10 @@ void main()
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{
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outColor = inColor;
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outNormal = inNormal;
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outPos = inPos;
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outViewPos = (ubo.view * vec4(inPos.xyz, 1.0)).xyz;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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outUV = inUV;
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vec3 pos = inPos + pushConsts.position.xyz;
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outPos = pos;
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outViewPos = (ubo.view * vec4(pos.xyz, 1.0)).xyz;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(pos.xyz, 1.0);
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}
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