diff --git a/data/shaders/shadowmapomni/cubemapdisplay.frag b/data/shaders/shadowmapomni/cubemapdisplay.frag index 43df99af..64b62d71 100644 --- a/data/shaders/shadowmapomni/cubemapdisplay.frag +++ b/data/shaders/shadowmapomni/cubemapdisplay.frag @@ -2,12 +2,53 @@ layout (binding = 1) uniform samplerCube shadowCubeMap; -layout (location = 0) in vec3 inUVW; +layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { - float dist = length(texture(shadowCubeMap, inUVW).rgb) * 0.005; - outFragColor = vec4(vec3(dist), 1.0); + outFragColor.rgb = vec3(0.0, 0.0, 0.2); + + vec3 samplePos = vec3(0.0f); + + // Crude statement to visualize different cube map faces based on UV coordinates + int x = int(floor(inUV.x / 0.25f)); + int y = int(floor(inUV.y / (1.0 / 3.0))); + if (y == 1) { + vec2 uv = vec2(inUV.x * 4.0f, (inUV.y - 1.0/3.0) * 3.0); + uv = 2.0 * vec2(uv.x - float(x) * 1.0, uv.y) - 1.0; + switch (x) { + case 0: // NEGATIVE_X + samplePos = vec3(-1.0f, uv.y, uv.x); + break; + case 1: // POSITIVE_Z + samplePos = vec3(uv.x, uv.y, 1.0f); + break; + case 2: // POSITIVE_X + samplePos = vec3(1.0, uv.y, -uv.x); + break; + case 3: // NEGATIVE_Z + samplePos = vec3(-uv.x, uv.y, -1.0f); + break; + } + } else { + if (x == 1) { + vec2 uv = vec2((inUV.x - 0.25) * 4.0, (inUV.y - float(y) / 3.0) * 3.0); + uv = 2.0 * uv - 1.0; + switch (y) { + case 0: // NEGATIVE_Y + samplePos = vec3(uv.x, -1.0f, uv.y); + break; + case 2: // POSITIVE_Y + samplePos = vec3(uv.x, 1.0f, -uv.y); + break; + } + } + } + + if ((samplePos.x != 0.0f) && (samplePos.y != 0.0f)) { + float dist = length(texture(shadowCubeMap, samplePos).xyz) * 0.005; + outFragColor = vec4(vec3(dist), 1.0); + } } \ No newline at end of file diff --git a/data/shaders/shadowmapomni/cubemapdisplay.frag.spv b/data/shaders/shadowmapomni/cubemapdisplay.frag.spv index 44a0198c..f3843f2f 100644 Binary files a/data/shaders/shadowmapomni/cubemapdisplay.frag.spv and b/data/shaders/shadowmapomni/cubemapdisplay.frag.spv differ diff --git a/data/shaders/shadowmapomni/cubemapdisplay.vert b/data/shaders/shadowmapomni/cubemapdisplay.vert index 7e8b141e..1c39776d 100644 --- a/data/shaders/shadowmapomni/cubemapdisplay.vert +++ b/data/shaders/shadowmapomni/cubemapdisplay.vert @@ -1,7 +1,5 @@ #version 450 -layout (location = 0) in vec3 inPos; - layout (binding = 0) uniform UBO { mat4 projection; @@ -9,16 +7,11 @@ layout (binding = 0) uniform UBO mat4 model; } ubo; -layout (location = 0) out vec3 outUVW; - -out gl_PerVertex -{ - vec4 gl_Position; -}; +layout (location = 0) out vec2 outUV; void main() { - outUVW = inPos; - gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); + outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); + gl_Position = vec4(outUV.xy * 2.0f - 1.0f, 0.0f, 1.0f); } diff --git a/data/shaders/shadowmapomni/cubemapdisplay.vert.spv b/data/shaders/shadowmapomni/cubemapdisplay.vert.spv index 2fabb1fe..1b4984fa 100644 Binary files a/data/shaders/shadowmapomni/cubemapdisplay.vert.spv and b/data/shaders/shadowmapomni/cubemapdisplay.vert.spv differ diff --git a/examples/shadowmappingomni/shadowmappingomni.cpp b/examples/shadowmappingomni/shadowmappingomni.cpp index eebf26d7..5418f67a 100644 --- a/examples/shadowmappingomni/shadowmappingomni.cpp +++ b/examples/shadowmappingomni/shadowmappingomni.cpp @@ -78,7 +78,7 @@ public: struct { VkPipeline scene; VkPipeline offscreen; - VkPipeline cubeMap; + VkPipeline cubemapDisplay; } pipelines; struct { @@ -154,7 +154,7 @@ public: // Pipelibes vkDestroyPipeline(device, pipelines.scene, nullptr); vkDestroyPipeline(device, pipelines.offscreen, nullptr); - vkDestroyPipeline(device, pipelines.cubeMap, nullptr); + vkDestroyPipeline(device, pipelines.cubemapDisplay, nullptr); vkDestroyPipelineLayout(device, pipelineLayouts.scene, nullptr); vkDestroyPipelineLayout(device, pipelineLayouts.offscreen, nullptr); @@ -552,10 +552,12 @@ public: if (displayCubeMap) { - vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.cubeMap); + // Display all six sides of the shadow cube map + // Note: Visualization of the different faces is done in the fragment shader, see cubemapdisplay.frag + vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.cubemapDisplay); vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.skybox.vertices.buffer, offsets); vkCmdBindIndexBuffer(drawCmdBuffers[i], models.skybox.indices.buffer, 0, VK_INDEX_TYPE_UINT32); - vkCmdDrawIndexed(drawCmdBuffers[i], models.skybox.indexCount, 1, 0, 0, 0); + vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0); } else { @@ -752,15 +754,16 @@ public: // Cube map display pipeline shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapomni/cubemapdisplay.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapomni/cubemapdisplay.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); - rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT; - VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.cubeMap)); + VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); + pipelineCreateInfo.pVertexInputState = &emptyInputState; + VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.cubemapDisplay)); // Offscreen pipeline shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapomni/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapomni/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); - rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT; pipelineCreateInfo.layout = pipelineLayouts.offscreen; pipelineCreateInfo.renderPass = offscreenPass.renderPass; + pipelineCreateInfo.pVertexInputState = &vertexInputState; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.offscreen)); }