前向实时渲染vsm阴影实现的主要步骤:
1. 编码深度数据,存到一个rtt中。
2. 纵向和横向执行遮挡信息blur filter sampling, 存到对应的rtt中。
3. 将上一步的结果(rtt)应用到可接收阴影的材质中。
具体代码情况文章最后附上的实现源码。
当前示例源码github地址:
https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/BaseVSMShadowTest.ts
当前示例运行效果:
主要的WGSL Shader代码:
编码深度:
struct VertexOutput {
@builtin(position) Position: vec4,
@location(0) projPos: vec4,
@location(1) objPos: vec4
}
@vertex
fn vertMain(
@location(0) position: vec3
) -> VertexOutput {
let objPos = vec4(position.xyz, 1.0);
let wpos = objMat * objPos;
var output: VertexOutput;
let projPos = projMat * viewMat * wpos;
output.Position = projPos;
output.projPos = projPos;
output.objPos = objPos;
return output;
}
const PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)
const UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)
const PackFactors = vec3(256. * 256. * 256., 256. * 256., 256.);
const UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);
const ShiftRight8 = 1. / 256.;
fn packDepthToRGBA(v: f32) -> vec4 {
var r = vec4(fract(v * PackFactors), v);
let v3 = r.yzw - (r.xyz * ShiftRight8);
r = vec4(v3.x, v3);
return r * PackUpscale;
}
@fragment
fn fragMain(
@location(0) projPos: vec4,
@location(1) objPos: vec4
) -> @location(0) vec4 {
let fragCoordZ = 0.5 * projPos[2] / projPos[3] + 0.5;
var color4 = packDepthToRGBA( fragCoordZ );
return color4;
}
纵向和横向执行遮挡信息blur filter sampling:
struct VertexOutput {
@builtin(position) Position: vec4,
@location(0) uv: vec2
}
@vertex
fn vertMain(
@location(0) position: vec3,
@location(1) uv: vec2
) -> VertexOutput {
var output: VertexOutput;
output.Position = vec4(position.xyz, 1.0);
output.uv = uv;
return output;
}
const PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)
const UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)
const PackFactors = vec3(256. * 256. * 256., 256. * 256., 256.);
const UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);
const ShiftRight8 = 1. / 256.;
fn packDepthToRGBA(v: f32) -> vec4 {
var r = vec4(fract(v * PackFactors), v);
let v3 = r.yzw - (r.xyz * ShiftRight8);
return vec4(v3.x, v3) * PackUpscale;
}
fn unpackRGBAToDepth( v: vec4 ) -> f32 {
return dot( v, UnpackFactors );
}
fn pack2HalfToRGBA( v: vec2 ) -> vec4 {
let r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));
return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);
}
fn unpackRGBATo2Half( v: vec4 ) -> vec2 {
return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );
}
const SAMPLE_RATE = 0.25;
const HALF_SAMPLE_RATE = 0.125;
@fragment
fn fragMain(
@location(0) uv: vec2,
) -> @location(0) vec4 {
var mean = 0.0;
var squared_mean = 0.0;
let resolution = viewParam.zw;
let fragCoord = resolution * uv;
let radius = param[3];
let c4 = textureSample(shadowDepthTexture, shadowDepthSampler, uv);
var depth = unpackRGBAToDepth( c4 );
for ( var i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {
#ifdef USE_HORIZONAL_PASS
let distribution = unpackRGBATo2Half( textureSample(shadowDepthTexture, shadowDepthSampler, ( fragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );
mean += distribution.x;
squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;
#else
depth = unpackRGBAToDepth( textureSample(shadowDepthTexture, shadowDepthSampler, ( fragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );
mean += depth;
squared_mean += depth * depth;
#endif
}
mean = mean * HALF_SAMPLE_RATE;
squared_mean = squared_mean * HALF_SAMPLE_RATE;
let std_dev = sqrt( squared_mean - mean * mean );
var color4 = pack2HalfToRGBA( vec2( mean, std_dev ) );
return color4;
}
应用到可接收阴影的材质中(示例用法):
struct VertexOutput {
@builtin(position) Position: vec4,
@location(0) uv: vec2,
@location(1) worldNormal: vec3,
@location(2) svPos: vec4
}
@vertex
fn vertMain(
@location(0) position: vec3,
@location(1) uv: vec2,
@location(2) normal: vec3
) -> VertexOutput {
let objPos = vec4(position.xyz, 1.0);
let wpos = objMat * objPos;
var output: VertexOutput;
let projPos = projMat * viewMat * wpos;
output.Position = projPos;
// output.normal = normal;
let invMat33 = inverseM33(m44ToM33(objMat));
output.uv = uv;
output.worldNormal = normalize(normal * invMat33);
output.svPos = shadowMatrix * wpos;
return output;
}
fn pack2HalfToRGBA( v: vec2 ) -> vec4 {
let r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));
return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);
}
fn unpackRGBATo2Half( v: vec4 ) -> vec2 {
return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );
}
fn texture2DDistribution( uv: vec2 ) -> vec2 {
let v4 = textureSample(shadowDepthTexture, shadowDepthSampler, uv );
return unpackRGBATo2Half( v4 );
}
fn VSMShadow (uv: vec2, compare: f32 ) -> f32 {
var occlusion = 1.0;
let distribution = texture2DDistribution( uv );
let hard_shadow = step( compare , distribution.x ); // Hard Shadow
if (hard_shadow != 1.0 ) {
let distance = compare - distribution.x ;
let variance = max( 0.00000, distribution.y * distribution.y );
var softness_probability = variance / (variance + distance * distance ); // Chebeyshevs inequality
softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); // 0.3 reduces light bleed
occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );
}
return occlusion;
}
fn getVSMShadow( shadowMapSize: vec2, shadowBias: f32, shadowRadius: f32, shadowCoordP: vec4 ) -> f32 {
var shadowCoord = vec4(shadowCoordP.xyz / vec3(shadowCoordP.w), shadowCoordP.z + shadowBias);
let inFrustumVec = vec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );
let inFrustum = all( inFrustumVec );
let frustumTestVec = vec2( inFrustum, shadowCoord.z <= 1.0 );
var shadow = VSMShadow( shadowCoord.xy, shadowCoord.z );
if ( !all( frustumTestVec ) ) {
shadow = 1.0;
}
return shadow;
}
@fragment
fn fragMain(
@location(0) uv: vec2,
@location(1) worldNormal: vec3,
@location(2) svPos: vec4
) -> @location(0) vec4 {
var color = vec4(1.0);
var shadow = getVSMShadow(params[1].xy, params[0].x, params[0].z, svPos );
let shadowIntensity = 1.0 - params[0].w;
shadow = clamp(shadow, 0.0, 1.0) * (1.0 - shadowIntensity) + shadowIntensity;
var f = clamp(dot(worldNormal, params[2].xyz),0.0,1.0);
if(f > 0.0001) {
f = min(shadow,clamp(f, shadowIntensity,1.0));
}else {
f = shadowIntensity;
}
var color4 = vec4(color.xyz * vec3(f * 0.9 + 0.1), 1.0);
return color4;
}
此示例基于此渲染系统实现,当前示例TypeScript源码如下:
export class BaseVSMShadowTest {
private mRscene = new RendererScene();
private mShadowCamera: Camera;
private mDebug = false;
initialize(): void {
this.mRscene.initialize({
canvasWith: 512,
canvasHeight: 512,
rpassparam: { multisampleEnabled: true }
});
this.initScene();
this.initEvent();
}
private mEntities: Entity3D[] = [];
private initScene(): void {
let rc = this.mRscene;
this.buildShadowCam();
let sph = new SphereEntity({
radius: 80,
transform: {
position: [-230.0, 100.0, -200.0]
}
});
this.mEntities.push(sph);
rc.addEntity(sph);
let box = new BoxEntity({
minPos: [-30, -30, -30],
maxPos: [130, 230, 80],
transform: {
position: [160.0, 100.0, -210.0],
rotation: [50, 130, 80]
}
});
this.mEntities.push(box);
rc.addEntity(box);
let torus = new TorusEntity({
transform: {
position: [160.0, 100.0, 210.0],
rotation: [50, 30, 80]
}
});
this.mEntities.push(torus);
rc.addEntity(torus);
if (!this.mDebug) {
this.applyShadow();
}
}
private mShadowDepthRTT = { uuid: "rtt-shadow-depth", rttTexture: {}, shdVarName: 'shadowDepth' };
private mOccVRTT = { uuid: "rtt--occV", rttTexture: {}, shdVarName: 'shadowDepth' };
private mOccHRTT = { uuid: "rtt--occH", rttTexture: {}, shdVarName: 'shadowDepth' };
private applyShadowDepthRTT(): void {
let rc = this.mRscene;
// rtt texture proxy descriptor
let rttTex = this.mShadowDepthRTT;
// define a rtt pass color colorAttachment0
let colorAttachments = [
{
texture: rttTex,
// green clear background color
clearValue: { r: 1, g: 1, b: 1, a: 1.0 },
loadOp: "clear",
storeOp: "store"
}
];
// create a separate rtt rendering pass
let rPass = rc.createRTTPass({ colorAttachments });
rPass.node.camera = this.mShadowCamera;
let extent = [-0.5, -0.5, 0.8, 0.8];
const shadowDepthShdSrc = {
shaderSrc: { code: shadowDepthWGSL, uuid: "shadowDepthShdSrc" }
};
let material = this.createDepthMaterial(shadowDepthShdSrc);
let es = this.createDepthEntities([material], false);
for (let i = 0; i < es.length; ++i) {
rPass.addEntity(es[i]);
}
// 显示渲染结果
extent = [-0.95, -0.95, 0.4, 0.4];
let entity = new FixScreenPlaneEntity({ extent, flipY: true, textures: [{ diffuse: rttTex }] });
rc.addEntity(entity);
}
private applyBuildDepthOccVRTT(): void {
let rc = this.mRscene;
// rtt texture proxy descriptor
let rttTex = this.mOccVRTT;
// define a rtt pass color colorAttachment0
let colorAttachments = [
{
texture: rttTex,
// green clear background color
clearValue: { r: 1, g: 1, b: 1, a: 1.0 },
loadOp: "clear",
storeOp: "store"
}
];
// create a separate rtt rendering pass
let rPass = rc.createRTTPass({ colorAttachments });
let material = new ShadowOccBlurMaterial();
let ppt = material.property;
ppt.setShadowRadius(this.mShadowRadius);
ppt.setViewSize(this.mShadowMapW, this.mShadowMapH);
material.addTextures([this.mShadowDepthRTT]);
let extent = [-1, -1, 2, 2];
let rttEntity = new FixScreenPlaneEntity({ extent, materials: [material] });
rPass.addEntity(rttEntity);
// 显示渲染结果
extent = [-0.5, -0.95, 0.4, 0.4];
let entity = new FixScreenPlaneEntity({ extent, flipY: true, textures: [{ diffuse: rttTex }] });
rc.addEntity(entity);
}
private applyBuildDepthOccHRTT(): void {
let rc = this.mRscene;
// rtt texture proxy descriptor
let rttTex = this.mOccHRTT;
// define a rtt pass color colorAttachment0
let colorAttachments = [
{
texture: rttTex,
// green clear background color
clearValue: { r: 1, g: 1, b: 1, a: 1.0 },
loadOp: "clear",
storeOp: "store"
}
];
// create a separate rtt rendering pass
let rPass = rc.createRTTPass({ colorAttachments });
let material = new ShadowOccBlurMaterial();
let ppt = material.property;
ppt.setShadowRadius(this.mShadowRadius);
ppt.setViewSize(this.mShadowMapW, this.mShadowMapH);
material.property.toHorizonalBlur();
material.addTextures([this.mOccVRTT]);
let extent = [-1, -1, 2, 2];
let rttEntity = new FixScreenPlaneEntity({ extent, materials: [material] });
rPass.addEntity(rttEntity);
// 显示渲染结果
extent = [-0.05, -0.95, 0.4, 0.4];
let entity = new FixScreenPlaneEntity({ extent, flipY: true, textures: [{ diffuse: rttTex }] });
rc.addEntity(entity);
}
private createDepthMaterial(shaderSrc: WGRShderSrcType, faceCullMode = "none"): WGMaterial {
let pipelineDefParam = {
depthWriteEnabled: true,
faceCullMode,
blendModes: [] as string[]
};
const material = new WGMaterial({
shadinguuid: "shadow-depth_material",
shaderSrc,
pipelineDefParam
});
return material;
}
private createDepthEntities(materials: WGMaterial[], flag = false): Entity3D[] {
const rc = this.mRscene;
let entities = [];
let ls = this.mEntities;
let tot = ls.length;
for (let i = 0; i < tot; ++i) {
let et = ls[i];
let entity = new Entity3D({ transform: et.transform });
entity.materials = materials;
entity.geometry = et.geometry;
entities.push(entity);
if (flag) {
rc.addEntity(entity);
}
}
return entities;
}
private mShadowBias = -0.0005;
private mShadowRadius = 2.0;
private mShadowMapW = 512;
private mShadowMapH = 512;
private mShadowViewW = 1300;
private mShadowViewH = 1300;
private buildShadowCam(): void {
const cam = new Camera({
eye: [600.0, 800.0, -600.0],
near: 0.1,
far: 1900,
perspective: false,
viewWidth: this.mShadowViewW,
viewHeight: this.mShadowViewH
});
cam.update();
this.mShadowCamera = cam;
const rsc = this.mRscene;
let frameColors = [[1.0, 0.0, 1.0], [0.0, 1.0, 1.0], [1.0, 0.0, 0.0], [0.0, 1.0, 1.0]];
let boxFrame = new BoundsFrameEntity({ vertices8: cam.frustum.vertices, frameColors });
rsc.addEntity(boxFrame);
}
private initEvent(): void {
const rc = this.mRscene;
rc.addEventListener(MouseEvent.MOUSE_DOWN, this.mouseDown);
new MouseInteraction().initialize(rc, 0, false).setAutoRunning(true);
}
private mFlag = -1;
private buildShadowReceiveEntity(): void {
let cam = this.mShadowCamera;
let transMatrix = new Matrix4();
transMatrix.setScaleXYZ(0.5, -0.5, 0.5);
transMatrix.setTranslationXYZ(0.5, 0.5, 0.5);
let shadowMat = new Matrix4();
shadowMat.copyFrom(cam.viewProjMatrix);
shadowMat.append(transMatrix);
let material = new ShadowReceiveMaterial();
let ppt = material.property;
ppt.setShadowRadius(this.mShadowRadius);
ppt.setShadowBias(this.mShadowBias);
ppt.setShadowSize(this.mShadowMapW, this.mShadowMapH);
ppt.setShadowMatrix(shadowMat);
ppt.setDirec(cam.nv);
material.addTextures([this.mOccHRTT]);
const rc = this.mRscene;
let plane = new PlaneEntity({
axisType: 1,
extent: [-600, -600, 1200, 1200],
transform: {
position: [0, -1, 0]
},
materials: [material]
});
rc.addEntity(plane);
}
private applyShadow(): void {
this.applyShadowDepthRTT();
this.applyBuildDepthOccVRTT();
this.applyBuildDepthOccHRTT();
this.buildShadowReceiveEntity();
}
private mouseDown = (evt: MouseEvent): void => {
this.mFlag++;
if (this.mDebug) {
if (this.mFlag == 0) {
this.applyShadowDepthRTT();
} else if (this.mFlag == 1) {
this.applyBuildDepthOccVRTT();
} else if (this.mFlag == 2) {
this.applyBuildDepthOccHRTT();
} else if (this.mFlag == 3) {
this.buildShadowReceiveEntity();
}
}
};
run(): void {
this.mRscene.run();
}
}