Faster shadow sample

This commit is contained in:
luboslenco 2018-11-29 23:43:33 +01:00
parent 62b23aa2f0
commit bf639496e9
6 changed files with 110 additions and 38 deletions

View file

@ -109,6 +109,7 @@ uniform vec2 cameraPlane;
#ifdef _ShadowMap
#ifdef _ShadowMapCube
uniform vec2 lightProj;
// uniform samplerCubeShadow shadowMap0; //arm_dev
uniform samplerCube shadowMap0;
// uniform samplerCube shadowMap1;
// uniform samplerCube shadowMap2;
@ -140,6 +141,7 @@ uniform vec2 cameraPlane;
uniform vec3 sunDir;
uniform vec3 sunCol;
#ifdef _ShadowMap
// uniform sampler2DShadow shadowMap; // arm_dev
uniform sampler2D shadowMap;
uniform float shadowsBias;
#ifdef _CSM
@ -360,6 +362,9 @@ void main() {
#ifdef _Clusters
float depthl = linearize(depth * 0.5 + 0.5, cameraProj);
#ifdef HLSL
depthl += texture(clustersData, vec2(0.0)).r * 1e-9; // TODO: krafix bug, needs to generate sampler
#endif
int clusterI = getClusterI(texCoord, depthl, cameraPlane);
int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);

View file

@ -1,27 +1,17 @@
#include "compiled.inc"
// uniform sampler2D shadowMap;
// uniform samplerCube shadowMapCube;
// uniform sampler2DShadow shadowMap;
// uniform samplerCubeShadow shadowMapCube;
#ifdef _CSM
uniform vec4 casData[shadowmapCascades * 4 + 4];
#endif
float shadowCompare(sampler2D shadowMap, const vec2 uv, const float compare) {
float depth = texture(shadowMap, uv).r;
return step(compare, depth);
}
float shadowLerp(sampler2D shadowMap, const vec2 uv, const float compare, const vec2 smSize) {
const vec2 texelSize = vec2(1.0) / smSize;
vec2 f = fract(uv * smSize + 0.5);
vec2 centroidUV = floor(uv * smSize + 0.5) / smSize;
float lb = shadowCompare(shadowMap, centroidUV, compare);
float lt = shadowCompare(shadowMap, centroidUV + texelSize * vec2(0.0, 1.0), compare);
float rb = shadowCompare(shadowMap, centroidUV + texelSize * vec2(1.0, 0.0), compare);
float rt = shadowCompare(shadowMap, centroidUV + texelSize, compare);
float lb = step(compare, texture(shadowMap, centroidUV).r);
float lt = step(compare, texture(shadowMap, centroidUV + texelSize * vec2(0.0, 1.0)).r);
float rb = step(compare, texture(shadowMap, centroidUV + texelSize * vec2(1.0, 0.0)).r);
float rt = step(compare, texture(shadowMap, centroidUV + texelSize).r);
float a = mix(lb, lt, f.y);
float b = mix(rb, rt, f.y);
float c = mix(a, b, f.x);
@ -41,6 +31,20 @@ float PCF(sampler2D shadowMap, const vec2 uv, const float compare, const vec2 sm
return result / 9.0;
}
// arm_dev
float PCF(sampler2DShadow shadowMap, const vec2 uv, const float compare, const vec2 smSize) {
float result = texture(shadowMap, vec3(uv + (vec2(-1.0, -1.0) / smSize), compare));
result += texture(shadowMap, vec3(uv + (vec2(-1.0, 0.0) / smSize), compare));
result += texture(shadowMap, vec3(uv + (vec2(-1.0, 1.0) / smSize), compare));
result += texture(shadowMap, vec3(uv + (vec2(0.0, -1.0) / smSize), compare));
result += texture(shadowMap, vec3(uv, compare));
result += texture(shadowMap, vec3(uv + (vec2(0.0, 1.0) / smSize), compare));
result += texture(shadowMap, vec3(uv + (vec2(1.0, -1.0) / smSize), compare));
result += texture(shadowMap, vec3(uv + (vec2(1.0, 0.0) / smSize), compare));
result += texture(shadowMap, vec3(uv + (vec2(1.0, 1.0) / smSize), compare));
return result / 9.0;
}
float lpToDepth(vec3 lp, const vec2 lightProj) {
lp = abs(lp);
float zcomp = max(lp.x, max(lp.y, lp.z));
@ -62,31 +66,33 @@ float PCFCube(samplerCube shadowMapCube, const vec3 lp, vec3 ml, const float bia
result += step(compare, texture(shadowMapCube, ml + vec3(s, -s, -s)).r);
result += step(compare, texture(shadowMapCube, ml + vec3(-s, s, -s)).r);
result += step(compare, texture(shadowMapCube, ml + vec3(-s, -s, -s)).r);
result /= 9.0;
return result;
return result / 9.0;
}
float PCFCube2(samplerCube shadowMapCube, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj) {
const float s = shadowmapCubePcfSize;
float compare = lpToDepth(lp, lightProj) - bias * 0.4;
float result = step(compare, texture(shadowMapCube, ml).r);
result += step(compare, texture(shadowMapCube, ml + vec3(s, s, s)).r);
result += step(compare, texture(shadowMapCube, ml + vec3(-s, s, s)).r);
result += step(compare, texture(shadowMapCube, ml + vec3(s, -s, s)).r);
result += step(compare, texture(shadowMapCube, ml + vec3(s, s, -s)).r);
result += step(compare, texture(shadowMapCube, ml + vec3(-s, -s, s)).r);
result += step(compare, texture(shadowMapCube, ml + vec3(s, -s, -s)).r);
result += step(compare, texture(shadowMapCube, ml + vec3(-s, s, -s)).r);
result += step(compare, texture(shadowMapCube, ml + vec3(-s, -s, -s)).r);
result /= 9.0;
return result;
float PCFCube(samplerCubeShadow shadowMapCube, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n) {
const float s = shadowmapCubePcfSize; // TODO: incorrect...
float compare = lpToDepth(lp - n * bias * 80, lightProj);
ml = ml + n * bias * 80;
float result = texture(shadowMapCube, vec4(ml, compare));
result += texture(shadowMapCube, vec4(ml + vec3(s, s, s), compare));
result += texture(shadowMapCube, vec4(ml + vec3(-s, s, s), compare));
result += texture(shadowMapCube, vec4(ml + vec3(s, -s, s), compare));
result += texture(shadowMapCube, vec4(ml + vec3(s, s, -s), compare));
result += texture(shadowMapCube, vec4(ml + vec3(-s, -s, s), compare));
result += texture(shadowMapCube, vec4(ml + vec3(s, -s, -s), compare));
result += texture(shadowMapCube, vec4(ml + vec3(-s, s, -s), compare));
result += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare));
return result / 9.0;
}
float shadowTest(sampler2D shadowMap, const vec3 lPos, const float shadowsBias, const vec2 smSize) {
// Out of bounds
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return 1.0;
return PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);
}
// arm_dev
float shadowTest(sampler2DShadow shadowMap, const vec3 lPos, const float shadowsBias, const vec2 smSize) {
if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return 1.0;
return PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);
}
@ -165,4 +171,48 @@ float shadowTestCascade(sampler2D shadowMap, const vec3 eye, const vec3 p, const
// if (ci == 8) albedo.rgb = vec3(0.0, 0.0, 1.0);
// if (ci == 12) albedo.rgb = vec3(1.0, 1.0, 0.0);
}
// arm_dev
float shadowTestCascade(sampler2DShadow shadowMap, const vec3 eye, const vec3 p, const float shadowsBias, const vec2 smSize) {
const int c = shadowmapCascades;
float d = distance(eye, p);
int casi;
int casIndex;
mat4 LWVP = getCascadeMat(d, casi, casIndex);
vec4 lPos = LWVP * vec4(p, 1.0);
float visibility = 1.0;
if (lPos.w > 0.0) visibility = shadowTest(shadowMap, lPos.xyz / lPos.w, shadowsBias, smSize);
// Blend cascade
// https://github.com/TheRealMJP/Shadows
const float blendThres = 0.15;
float nextSplit = casData[c * 4][casi];
float splitSize = casi == 0 ? nextSplit : nextSplit - casData[c * 4][casi - 1];
float splitDist = (nextSplit - d) / splitSize;
if (splitDist <= blendThres && casi != c - 1) {
int casIndex2 = casIndex + 4;
mat4 LWVP2 = mat4(
casData[casIndex2 + 0],
casData[casIndex2 + 1],
casData[casIndex2 + 2],
casData[casIndex2 + 3]);
vec4 lPos2 = LWVP2 * vec4(p, 1.0);
float visibility2 = 1.0;
if (lPos2.w > 0.0) visibility2 = shadowTest(shadowMap, lPos2.xyz / lPos2.w, shadowsBias, smSize);
float lerpAmt = smoothstep(0.0, blendThres, splitDist);
return mix(visibility2, visibility, lerpAmt);
}
return visibility;
// Visualize cascades
// if (ci == 0) albedo.rgb = vec3(1.0, 0.0, 0.0);
// if (ci == 4) albedo.rgb = vec3(0.0, 1.0, 0.0);
// if (ci == 8) albedo.rgb = vec3(0.0, 0.0, 1.0);
// if (ci == 12) albedo.rgb = vec3(1.0, 1.0, 0.0);
}
#endif

View file

@ -429,9 +429,19 @@ class RenderPathDeferred {
#if rp_decals
{
// path.setTarget("gbuffer0", ["gbuffer1"]);
#if arm_dev
path.setDepthFrom("gbuffer0", "gbuffer1"); // Unbind depth so we can read it
path.depthToRenderTarget.set("main", path.renderTargets.get("tex"));
path.setTarget("gbuffer0", ["gbuffer1"]);
#end
path.bindTarget("_main", "gbufferD");
path.drawDecals("decal");
#if arm_dev
path.setDepthFrom("gbuffer0", "tex"); // Re-bind depth
path.depthToRenderTarget.set("main", path.renderTargets.get("gbuffer0"));
#end
}
#end
@ -553,7 +563,7 @@ class RenderPathDeferred {
Inc.drawShadowMap();
#end
path.setDepthFrom("tex", "gbuffer1"); // Unbind depth form tex so we can read it
path.setDepthFrom("tex", "gbuffer1"); // Unbind depth so we can read it
path.setTarget("tex");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");

View file

@ -142,7 +142,7 @@ def parse_shader(sres, c, con, defs, lines, parse_attributes):
cid = cid[:-1]
found = False # Unique check
if ctype == 'sampler2D' or ctype == 'sampler2DShadow' or ctype == 'sampler3D' or ctype == 'samplerCube' or ctype == 'image2D' or ctype == 'uimage2D' or ctype == 'image3D' or ctype == 'uimage3D': # Texture unit
if ctype.startswith('sampler') or ctype.startswith('image') or ctype.startswith('uimage'): # Texture unit
for tu in con['texture_units']: # Texture already present
if tu['name'] == cid:
found = True
@ -151,7 +151,7 @@ def parse_shader(sres, c, con, defs, lines, parse_attributes):
tu = {}
tu['name'] = cid
# sampler2D / image2D
if ctype == 'image2D' or ctype == 'uimage2D' or ctype == 'image3D' or ctype == 'uimage3D':
if ctype.startswith('image') or ctype.startswith('uimage'):
tu['is_image'] = True
# Check for link
for l in c['links']:

View file

@ -5,7 +5,8 @@ import arm.material.make_mesh as make_mesh
import arm.utils
def make(context_id):
con_decal = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'less', 'cull_mode': 'clockwise',
# 'compare_mode': 'less' needs read-only depth view
con_decal = mat_state.data.add_context({ 'name': context_id, 'depth_write': False, 'compare_mode': 'always', 'cull_mode': 'clockwise',
'blend_source': 'source_alpha',
'blend_destination': 'inverse_source_alpha',
'blend_operation': 'add',
@ -39,6 +40,9 @@ def make(context_id):
frag.write_attrib(' vec2 screenPosition = wvpposition.xy / wvpposition.w;')
frag.write_attrib(' vec2 depthCoord = screenPosition * 0.5 + 0.5;')
frag.write_attrib('#ifdef HLSL')
frag.write_attrib(' depthCoord.y = 1.0 - depthCoord.y;')
frag.write_attrib('#endif')
frag.write_attrib(' float depth = texture(gbufferD, depthCoord).r * 2.0 - 1.0;')
frag.write_attrib(' vec3 wpos = getPos2(invVP, depth, depthCoord);')

View file

@ -736,10 +736,13 @@ def make_forward_base(con_mesh, parse_opacity=False):
vert.write('wvpposition = gl_Position;')
# wvpposition.z / wvpposition.w
frag.write('float depthl = linearize(gl_FragCoord.z, cameraProj);')
frag.write('#ifdef HLSL')
frag.write('depthl += texture(clustersData, vec2(0.0)).r * 1e-9;') # TODO: krafix bug, needs to generate sampler
frag.write('#endif')
frag.write('int clusterI = getClusterI((wvpposition.xy / wvpposition.w) * 0.5 + 0.5, depthl, cameraPlane);')
frag.write('int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);')
frag.write('for (int i = 0; i < numLights; i++) {')
frag.write('for (int i = 0; i < min(numLights, maxLightsCluster); i++) {')
frag.write('int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);')
frag.write('vec3 lp = lightsArray[li * 2].xyz;')
frag.write('vec3 ld = lp - wposition;')