ADD: Clipmap shadow Works!
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@@ -20,8 +20,8 @@ inline constexpr float kShadowCascadeRadiusMargin = 40.0f;
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// Clipmap shadow configuration (used when cascades operate in clipmap mode)
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// Clipmap shadow configuration (used when cascades operate in clipmap mode)
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// Base coverage radius of level 0 around the camera (world units). Each level doubles the radius.
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// Base coverage radius of level 0 around the camera (world units). Each level doubles the radius.
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inline constexpr float kShadowClipBaseRadius = 40.0f;
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inline constexpr float kShadowClipBaseRadius = 20.0f;
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// Pullback distance of the light eye from the clipmap center along the light direction (world units)
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// Pullback distance of the light eye from the clipmap center along the light direction (world units)
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inline constexpr float kShadowClipLightPullback = 80.0f;
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inline constexpr float kShadowClipLightPullback = 160.0f;
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// Additional Z padding for the orthographic frustum along light direction
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// Additional Z padding for the orthographic frustum along light direction
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inline constexpr float kShadowClipZPadding = 80.0f;
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inline constexpr float kShadowClipZPadding = 80.0f;
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@@ -125,7 +125,7 @@ void VulkanEngine::init()
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auto imguiPass = std::make_unique<ImGuiPass>();
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auto imguiPass = std::make_unique<ImGuiPass>();
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_renderPassManager->setImGuiPass(std::move(imguiPass));
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_renderPassManager->setImGuiPass(std::move(imguiPass));
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const std::string structurePath = _assetManager->modelPath("seoul_high.glb");
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const std::string structurePath = _assetManager->modelPath("police_office.glb");
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const auto structureFile = _assetManager->loadGLTF(structurePath);
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const auto structureFile = _assetManager->loadGLTF(structurePath);
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assert(structureFile.has_value());
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assert(structureFile.has_value());
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