ADD: Clipmap shadow Works!

This commit is contained in:
2025-10-23 00:23:19 +09:00
parent e03ea17158
commit 077d9c3861
2 changed files with 3 additions and 3 deletions

View File

@@ -20,8 +20,8 @@ inline constexpr float kShadowCascadeRadiusMargin = 40.0f;
// Clipmap shadow configuration (used when cascades operate in clipmap mode)
// Base coverage radius of level 0 around the camera (world units). Each level doubles the radius.
inline constexpr float kShadowClipBaseRadius = 40.0f;
inline constexpr float kShadowClipBaseRadius = 20.0f;
// Pullback distance of the light eye from the clipmap center along the light direction (world units)
inline constexpr float kShadowClipLightPullback = 80.0f;
inline constexpr float kShadowClipLightPullback = 160.0f;
// Additional Z padding for the orthographic frustum along light direction
inline constexpr float kShadowClipZPadding = 80.0f;

View File

@@ -125,7 +125,7 @@ void VulkanEngine::init()
auto imguiPass = std::make_unique<ImGuiPass>();
_renderPassManager->setImGuiPass(std::move(imguiPass));
const std::string structurePath = _assetManager->modelPath("seoul_high.glb");
const std::string structurePath = _assetManager->modelPath("police_office.glb");
const auto structureFile = _assetManager->loadGLTF(structurePath);
assert(structureFile.has_value());