1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
|
/*shadow mapping greatly inspired from:
* Vulkan Example - Deferred shading with shadows from multiple light sources using geometry shader instancing
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
// Copyright (c) 2020-2021 Jean-Philippe Bruyère <jp_bruyere@hotmail.com>
//
// This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
using System;
using System.Numerics;
using System.Runtime.InteropServices;
using vke;
using vke.glTF;
using Vulkan;
using static vkChess.DeferredPbrRendererBase;
namespace vkChess {
public class ShadowMapRenderer : IDisposable {
Device dev;
public static uint SHADOWMAP_SIZE = 4096;
public static VkFormat SHADOWMAP_FORMAT = VkFormat.D32SfloatS8Uint;
public static VkSampleCountFlags SHADOWMAP_NUM_SAMPLES = VkSampleCountFlags.SampleCount1;
public bool updateShadowMap = true, updateLightMatricesRequested = true;
public float depthBiasConstant = 1.5f;
public float depthBiasSlope = 1.75f;
float lightFOV = Utils.DegreesToRadians (60);
float lightFarPlane;
RenderPass shadowPass;
FrameBuffer fbShadowMap;
public Image shadowMap { get; private set; }
Pipeline shadowPipeline;
DescriptorPool descriptorPool;
DescriptorSetLayout descLayoutShadow;
DescriptorSet dsShadow;
DeferredPbrRendererBase renderer;
public ShadowMapRenderer (Device dev, DeferredPbrRendererBase renderer, float farPlane = 16f) {
this.lightFarPlane = farPlane;
this.dev = dev;
this.renderer = renderer;
descriptorPool = new DescriptorPool (dev, 1,
new VkDescriptorPoolSize (VkDescriptorType.UniformBuffer, 2)
);
init ();
}
void init () {
//Shadow map renderpass
shadowPass = new RenderPass (dev, VkSampleCountFlags.SampleCount1);
shadowPass.AddAttachment (SHADOWMAP_FORMAT, VkImageLayout.DepthStencilReadOnlyOptimal, SHADOWMAP_NUM_SAMPLES);
shadowPass.ClearValues.Add (new VkClearValue { depthStencil = new VkClearDepthStencilValue (1.0f, 0) });
SubPass subpass0 = new SubPass ();
subpass0.SetDepthReference (0);
shadowPass.AddSubpass (subpass0);
shadowPass.AddDependency (Vk.SubpassExternal, 0,
VkPipelineStageFlags.FragmentShader, VkPipelineStageFlags.EarlyFragmentTests,
VkAccessFlags.ShaderRead, VkAccessFlags.DepthStencilAttachmentWrite);
shadowPass.AddDependency (0, Vk.SubpassExternal,
VkPipelineStageFlags.LateFragmentTests, VkPipelineStageFlags.FragmentShader,
VkAccessFlags.DepthStencilAttachmentWrite, VkAccessFlags.ShaderRead);
descLayoutShadow = new DescriptorSetLayout (dev,
new VkDescriptorSetLayoutBinding (0, VkShaderStageFlags.Geometry, VkDescriptorType.UniformBuffer),//matrices
new VkDescriptorSetLayoutBinding (1, VkShaderStageFlags.Geometry, VkDescriptorType.UniformBuffer));//lights
using (GraphicPipelineConfig cfg = GraphicPipelineConfig.CreateDefault (VkPrimitiveTopology.TriangleList)) {
cfg.rasterizationState.cullMode = VkCullModeFlags.Front;
cfg.rasterizationState.depthBiasEnable = true;
cfg.dynamicStates.Add (VkDynamicState.DepthBias);
cfg.RenderPass = shadowPass;
cfg.Layout = new PipelineLayout (dev, descLayoutShadow);
cfg.AddVertexBinding<PbrModelTexArray.Vertex> (0);
cfg.AddVertexAttributes (0, VkFormat.R32g32b32Sfloat);
cfg.AddVertexBinding<VkChess.InstanceData> (1, VkVertexInputRate.Instance);
cfg.vertexAttributes.Add (new VkVertexInputAttributeDescription (1, 1, VkFormat.R32g32b32a32Sfloat, 16));
cfg.vertexAttributes.Add (new VkVertexInputAttributeDescription (1, 2, VkFormat.R32g32b32a32Sfloat, 32));
cfg.vertexAttributes.Add (new VkVertexInputAttributeDescription (1, 3, VkFormat.R32g32b32a32Sfloat, 48));
cfg.vertexAttributes.Add (new VkVertexInputAttributeDescription (1, 4, VkFormat.R32g32b32a32Sfloat, 64));
cfg.AddShader (dev, VkShaderStageFlags.Vertex, "#vkChess.net.shadow.vert.spv");
cfg.AddShader (dev, VkShaderStageFlags.Geometry, "#vkChess.net.shadow.geom.spv");
shadowPipeline = new GraphicPipeline (cfg, "shadow");
}
//shadow map image
shadowMap = new Image (dev, SHADOWMAP_FORMAT, VkImageUsageFlags.DepthStencilAttachment | VkImageUsageFlags.Sampled, VkMemoryPropertyFlags.DeviceLocal, SHADOWMAP_SIZE, SHADOWMAP_SIZE,
VkImageType.Image2D, SHADOWMAP_NUM_SAMPLES, VkImageTiling.Optimal, 1, (uint)renderer.lights.Length);
shadowMap.CreateView (VkImageViewType.ImageView2DArray, VkImageAspectFlags.Depth, shadowMap.CreateInfo.arrayLayers);
shadowMap.CreateSampler (VkSamplerAddressMode.ClampToBorder);
shadowMap.Descriptor.imageLayout = VkImageLayout.DepthStencilReadOnlyOptimal;
fbShadowMap = new FrameBuffer (shadowPass, SHADOWMAP_SIZE, SHADOWMAP_SIZE, (uint)renderer.lights.Length);
fbShadowMap.attachments.Add (shadowMap);
fbShadowMap.Activate ();
dsShadow = descriptorPool.Allocate (descLayoutShadow);
DescriptorSetWrites dsWrite = new DescriptorSetWrites (dsShadow, descLayoutShadow);
dsWrite.Write (dev, renderer.uboMatrices.Descriptor, renderer.uboLights.Descriptor);
shadowMap.SetName ("shadowmap");
fbShadowMap.SetName ("fbShadow");
}
public void update_light_matrices () {
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView (lightFOV, 1, 0.1f, lightFarPlane);
for (int i = 0; i < renderer.lights.Length; i++) {
Matrix4x4 view = Matrix4x4.CreateLookAt (renderer.lights[i].position.ToVector3 (), Vector3.Zero, Vector3.UnitY);
renderer.lights[i].mvp = view * proj;
}
renderer.uboLights.Update (renderer.lights);
dev.WaitIdle ();
}
public void update_shadow_map (CommandPool cmdPool, vke.Buffer instanceBuf, params Model.InstancedCmd[] instances) {
if (updateLightMatricesRequested) {
update_light_matrices ();
updateLightMatricesRequested = false;
}
PrimaryCommandBuffer cmd = cmdPool.AllocateAndStart ();
shadowPass.Begin (cmd, fbShadowMap);
cmd.SetViewport (SHADOWMAP_SIZE, SHADOWMAP_SIZE);
cmd.SetScissor (SHADOWMAP_SIZE, SHADOWMAP_SIZE);
cmd.BindDescriptorSet (shadowPipeline.Layout, dsShadow);
Vk.vkCmdSetDepthBias (cmd.Handle, depthBiasConstant, 0.0f, depthBiasSlope);
shadowPipeline.Bind (cmd);
if (renderer.model != null) {
renderer.model.Bind(cmd);
renderer.model.Draw(cmd, shadowPipeline.Layout, instanceBuf, true, instances);
}
shadowPass.End (cmd);
renderer.presentQueue.EndSubmitAndWait (cmd);
updateShadowMap = false;
}
public void Dispose () {
shadowPipeline?.Dispose ();
fbShadowMap?.Dispose ();
shadowMap?.Dispose ();
descriptorPool?.Dispose ();
}
}
}
|