ADD: CSM base code
This commit is contained in:
@@ -6,3 +6,14 @@ inline constexpr bool kUseValidationLayers = false;
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#else
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inline constexpr bool kUseValidationLayers = true;
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#endif
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// Shadow mapping configuration
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inline constexpr int kShadowCascadeCount = 4;
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// Maximum shadow distance for CSM in view-space units
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inline constexpr float kShadowCSMFar = 50.0f;
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// Shadow map resolution used for stabilization (texel snapping). Must match actual image size.
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inline constexpr float kShadowMapResolution = 2048.0f;
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// Extra XY expansion for cascade footprint (safety against FOV/aspect changes)
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inline constexpr float kShadowCascadeRadiusScale = 1.15f;
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// Additive XY margin in world units (light-space) beyond scaled radius
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inline constexpr float kShadowCascadeRadiusMargin = 10.0f;
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@@ -1,10 +1,10 @@
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#include <core/vk_descriptors.h>
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void DescriptorLayoutBuilder::add_binding(uint32_t binding, VkDescriptorType type)
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void DescriptorLayoutBuilder::add_binding(uint32_t binding, VkDescriptorType type, uint32_t count)
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{
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VkDescriptorSetLayoutBinding newbind{};
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newbind.binding = binding;
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newbind.descriptorCount = 1;
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newbind.descriptorCount = count;
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newbind.descriptorType = type;
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bindings.push_back(newbind);
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@@ -7,7 +7,7 @@ struct DescriptorLayoutBuilder
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{
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std::vector<VkDescriptorSetLayoutBinding> bindings;
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void add_binding(uint32_t binding, VkDescriptorType type);
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void add_binding(uint32_t binding, VkDescriptorType type, uint32_t count = 1);
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void clear();
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@@ -16,6 +16,8 @@
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#include "render/vk_pipelines.h"
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#include <iostream>
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#include <glm/gtx/transform.hpp>
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#include "config.h"
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#include "render/primitives.h"
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#include "vk_mem_alloc.h"
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@@ -315,8 +317,14 @@ void VulkanEngine::draw()
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RGImageHandle hSwapchain = _renderGraph->import_swapchain_image(swapchainImageIndex);
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// Create a transient shadow depth target (fixed resolution for now)
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// Create transient depth targets for cascaded shadow maps
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const VkExtent2D shadowExtent{2048, 2048};
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RGImageHandle hShadow = _renderGraph->create_depth_image("shadow.depth", shadowExtent, VK_FORMAT_D32_SFLOAT);
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std::array<RGImageHandle, kShadowCascadeCount> hShadowCascades{};
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for (int i = 0; i < kShadowCascadeCount; ++i)
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{
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std::string name = std::string("shadow.cascade.") + std::to_string(i);
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hShadowCascades[i] = _renderGraph->create_depth_image(name.c_str(), shadowExtent, VK_FORMAT_D32_SFLOAT);
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}
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_resourceManager->register_upload_pass(*_renderGraph, get_current_frame());
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@@ -331,7 +339,7 @@ void VulkanEngine::draw()
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}
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if (auto *shadow = _renderPassManager->getPass<ShadowPass>())
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{
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shadow->register_graph(_renderGraph.get(), hShadow, shadowExtent);
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shadow->register_graph(_renderGraph.get(), std::span<RGImageHandle>(hShadowCascades.data(), hShadowCascades.size()), shadowExtent);
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}
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if (auto *geometry = _renderPassManager->getPass<GeometryPass>())
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{
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@@ -339,7 +347,8 @@ void VulkanEngine::draw()
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}
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if (auto *lighting = _renderPassManager->getPass<LightingPass>())
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{
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lighting->register_graph(_renderGraph.get(), hDraw, hGBufferPosition, hGBufferNormal, hGBufferAlbedo, hShadow);
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lighting->register_graph(_renderGraph.get(), hDraw, hGBufferPosition, hGBufferNormal, hGBufferAlbedo,
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std::span<RGImageHandle>(hShadowCascades.data(), hShadowCascades.size()));
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}
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if (auto *transparent = _renderPassManager->getPass<TransparentPass>())
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{
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@@ -28,6 +28,16 @@ void SamplerManager::init(DeviceManager *deviceManager)
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sampl.magFilter = VK_FILTER_LINEAR;
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sampl.minFilter = VK_FILTER_LINEAR;
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vkCreateSampler(_deviceManager->device(), &sampl, nullptr, &_defaultSamplerLinear);
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// Shadow linear clamp sampler (border=white)
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VkSamplerCreateInfo sh = sampl;
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sh.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sh.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sh.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sh.compareEnable = VK_FALSE; // manual PCF
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sh.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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vkCreateSampler(_deviceManager->device(), &sh, nullptr, &_shadowLinearClamp);
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}
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void SamplerManager::cleanup()
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@@ -44,4 +54,10 @@ void SamplerManager::cleanup()
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vkDestroySampler(_deviceManager->device(), _defaultSamplerLinear, nullptr);
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_defaultSamplerLinear = VK_NULL_HANDLE;
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}
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if (_shadowLinearClamp)
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{
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vkDestroySampler(_deviceManager->device(), _shadowLinearClamp, nullptr);
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_shadowLinearClamp = VK_NULL_HANDLE;
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}
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}
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@@ -13,10 +13,13 @@ public:
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VkSampler defaultLinear() const { return _defaultSamplerLinear; }
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VkSampler defaultNearest() const { return _defaultSamplerNearest; }
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VkSampler shadowLinearClamp() const { return _shadowLinearClamp; }
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private:
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DeviceManager *_deviceManager = nullptr;
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VkSampler _defaultSamplerLinear = VK_NULL_HANDLE;
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VkSampler _defaultSamplerNearest = VK_NULL_HANDLE;
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VkSampler _shadowLinearClamp = VK_NULL_HANDLE;
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};
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@@ -75,6 +75,9 @@ struct GPUSceneData {
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glm::vec4 ambientColor;
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glm::vec4 sunlightDirection; // w for sun power
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glm::vec4 sunlightColor;
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glm::mat4 lightViewProjCascades[4];
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glm::vec4 cascadeSplitsView;
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};
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enum class MaterialPass :uint8_t {
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@@ -676,7 +676,16 @@ void RenderGraph::execute(VkCommandBuffer cmd)
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if (rec && rec->imageView != VK_NULL_HANDLE)
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{
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depthInfo = vkinit::depth_attachment_info(rec->imageView, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
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if (p.depthAttachment.clearOnLoad) depthInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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if (p.depthAttachment.clearOnLoad)
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{
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depthInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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depthInfo.clearValue = p.depthAttachment.clear;
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}
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else
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{
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depthInfo.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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}
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if (p.depthAttachment.clearOnLoad) depthInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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else depthInfo.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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if (!p.depthAttachment.store) depthInfo.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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hasDepth = true;
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@@ -10,11 +10,13 @@
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#include "core/vk_pipeline_manager.h"
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#include "core/asset_manager.h"
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#include "core/vk_descriptors.h"
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#include "core/config.h"
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#include "vk_mem_alloc.h"
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#include "vk_sampler_manager.h"
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#include "vk_swapchain.h"
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#include "render/rg_graph.h"
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#include <array>
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void LightingPass::init(EngineContext *context)
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{
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@@ -43,10 +45,10 @@ void LightingPass::init(EngineContext *context)
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writer.update_set(_context->getDevice()->device(), _gBufferInputDescriptorSet);
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}
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// Shadow map descriptor layout (set = 2, updated per-frame)
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// Shadow map descriptor layout (set = 2, updated per-frame). Use array of cascades
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{
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DescriptorLayoutBuilder builder;
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builder.add_binding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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builder.add_binding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, kShadowCascadeCount);
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_shadowDescriptorLayout = builder.build(_context->getDevice()->device(), VK_SHADER_STAGE_FRAGMENT_BIT);
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}
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@@ -95,9 +97,9 @@ void LightingPass::register_graph(RenderGraph *graph,
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RGImageHandle gbufferPosition,
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RGImageHandle gbufferNormal,
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RGImageHandle gbufferAlbedo,
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RGImageHandle shadowDepth)
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std::span<RGImageHandle> shadowCascades)
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{
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if (!graph || !drawHandle.valid() || !gbufferPosition.valid() || !gbufferNormal.valid() || !gbufferAlbedo.valid() || !shadowDepth.valid())
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if (!graph || !drawHandle.valid() || !gbufferPosition.valid() || !gbufferNormal.valid() || !gbufferAlbedo.valid())
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{
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return;
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}
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@@ -105,18 +107,21 @@ void LightingPass::register_graph(RenderGraph *graph,
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graph->add_pass(
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"Lighting",
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RGPassType::Graphics,
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[drawHandle, gbufferPosition, gbufferNormal, gbufferAlbedo, shadowDepth](RGPassBuilder &builder, EngineContext *)
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[drawHandle, gbufferPosition, gbufferNormal, gbufferAlbedo, shadowCascades](RGPassBuilder &builder, EngineContext *)
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{
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builder.read(gbufferPosition, RGImageUsage::SampledFragment);
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builder.read(gbufferNormal, RGImageUsage::SampledFragment);
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builder.read(gbufferAlbedo, RGImageUsage::SampledFragment);
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builder.read(shadowDepth, RGImageUsage::SampledFragment);
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for (size_t i = 0; i < shadowCascades.size(); ++i)
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{
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if (shadowCascades[i].valid()) builder.read(shadowCascades[i], RGImageUsage::SampledFragment);
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}
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builder.write_color(drawHandle);
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},
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[this, drawHandle, shadowDepth](VkCommandBuffer cmd, const RGPassResources &res, EngineContext *ctx)
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[this, drawHandle, shadowCascades](VkCommandBuffer cmd, const RGPassResources &res, EngineContext *ctx)
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{
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draw_lighting(cmd, ctx, res, drawHandle, shadowDepth);
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draw_lighting(cmd, ctx, res, drawHandle, shadowCascades);
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});
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}
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@@ -124,7 +129,7 @@ void LightingPass::draw_lighting(VkCommandBuffer cmd,
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EngineContext *context,
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const RGPassResources &resources,
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RGImageHandle drawHandle,
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RGImageHandle shadowDepth)
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std::span<RGImageHandle> shadowCascades)
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{
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EngineContext *ctxLocal = context ? context : _context;
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if (!ctxLocal || !ctxLocal->currentFrame) return;
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@@ -173,12 +178,21 @@ void LightingPass::draw_lighting(VkCommandBuffer cmd,
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VkDescriptorSet shadowSet = ctxLocal->currentFrame->_frameDescriptors.allocate(
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deviceManager->device(), _shadowDescriptorLayout);
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{
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VkImageView shadowView = resources.image_view(shadowDepth);
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DescriptorWriter writer2;
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writer2.write_image(0, shadowView, ctxLocal->getSamplers()->defaultLinear(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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writer2.update_set(deviceManager->device(), shadowSet);
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const uint32_t cascadeCount = std::min<uint32_t>(kShadowCascadeCount, static_cast<uint32_t>(shadowCascades.size()));
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std::array<VkDescriptorImageInfo, kShadowCascadeCount> infos{};
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for (uint32_t i = 0; i < cascadeCount; ++i)
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{
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infos[i].sampler = ctxLocal->getSamplers()->shadowLinearClamp();
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infos[i].imageView = resources.image_view(shadowCascades[i]);
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infos[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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VkWriteDescriptorSet write{.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
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write.dstSet = shadowSet;
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write.dstBinding = 0;
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write.descriptorCount = cascadeCount;
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write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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write.pImageInfo = infos.data();
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vkUpdateDescriptorSets(deviceManager->device(), 1, &write, 0, nullptr);
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}
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipelineLayout, 2, 1, &shadowSet, 0, nullptr);
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@@ -17,8 +17,7 @@ public:
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RGImageHandle drawHandle,
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RGImageHandle gbufferPosition,
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RGImageHandle gbufferNormal,
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RGImageHandle gbufferAlbedo,
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RGImageHandle shadowDepth);
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RGImageHandle gbufferAlbedo, std::span<RGImageHandle> shadowCascades);
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private:
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EngineContext *_context = nullptr;
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@@ -34,7 +33,7 @@ private:
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EngineContext *context,
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const class RGPassResources &resources,
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RGImageHandle drawHandle,
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RGImageHandle shadowDepth);
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std::span<RGImageHandle> shadowCascades);
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DeletionQueue _deletionQueue;
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};
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@@ -1,6 +1,7 @@
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#include "vk_renderpass_shadow.h"
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#include <unordered_set>
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#include <string>
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#include "core/engine_context.h"
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#include "render/rg_graph.h"
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@@ -24,9 +25,13 @@ void ShadowPass::init(EngineContext *context)
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if (!_context || !_context->pipelines) return;
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// Build a depth-only graphics pipeline for shadow map rendering
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// Keep push constants matching current shader layout for now
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VkPushConstantRange pc{};
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pc.offset = 0;
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pc.size = sizeof(GPUDrawPushConstants);
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// Push constants layout in shadow.vert is mat4 + device address + uint, rounded to 16 bytes
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const uint32_t pcRaw = static_cast<uint32_t>(sizeof(GPUDrawPushConstants) + sizeof(uint32_t));
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const uint32_t pcAligned = (pcRaw + 15u) & ~15u; // 16-byte alignment to match std430 expectations
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pc.size = pcAligned;
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pc.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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GraphicsPipelineCreateInfo info{};
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@@ -40,11 +45,11 @@ void ShadowPass::init(EngineContext *context)
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b.set_cull_mode(VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE);
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b.set_multisampling_none();
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b.disable_blending();
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// Reverse-Z depth test & depth-only pipeline
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// Reverse-Z depth test for shadow maps (clear=0.0, GREATER_OR_EQUAL)
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b.enable_depthtest(true, VK_COMPARE_OP_GREATER_OR_EQUAL);
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b.set_depth_format(VK_FORMAT_D32_SFLOAT);
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// Static depth bias to help with surface acne (will tune later)
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// Static depth bias to help with surface acne (tune later)
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b._rasterizer.depthBiasEnable = VK_TRUE;
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b._rasterizer.depthBiasConstantFactor = 2.0f;
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b._rasterizer.depthBiasSlopeFactor = 2.0f;
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@@ -65,53 +70,61 @@ void ShadowPass::execute(VkCommandBuffer)
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// Shadow rendering is done via the RenderGraph registration.
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}
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void ShadowPass::register_graph(RenderGraph *graph, RGImageHandle shadowDepth, VkExtent2D extent)
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void ShadowPass::register_graph(RenderGraph *graph, std::span<RGImageHandle> cascades, VkExtent2D extent)
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{
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if (!graph || !shadowDepth.valid()) return;
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if (!graph || cascades.empty()) return;
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graph->add_pass(
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"ShadowMap",
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RGPassType::Graphics,
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[shadowDepth](RGPassBuilder &builder, EngineContext *ctx)
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{
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// Reverse-Z depth clear to 0.0
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VkClearValue clear{}; clear.depthStencil = {0.f, 0};
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builder.write_depth(shadowDepth, true, clear);
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for (uint32_t i = 0; i < cascades.size(); ++i)
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{
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RGImageHandle shadowDepth = cascades[i];
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if (!shadowDepth.valid()) continue;
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// Ensure index/vertex buffers are tracked as reads (like Geometry)
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if (ctx)
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std::string passName = std::string("ShadowMap[") + std::to_string(i) + "]";
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graph->add_pass(
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passName.c_str(),
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RGPassType::Graphics,
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[shadowDepth](RGPassBuilder &builder, EngineContext *ctx)
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{
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const DrawContext &dc = ctx->getMainDrawContext();
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std::unordered_set<VkBuffer> indexSet;
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std::unordered_set<VkBuffer> vertexSet;
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auto collect = [&](const std::vector<RenderObject> &v)
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{
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for (const auto &r : v)
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{
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if (r.indexBuffer) indexSet.insert(r.indexBuffer);
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if (r.vertexBuffer) vertexSet.insert(r.vertexBuffer);
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}
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};
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collect(dc.OpaqueSurfaces);
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// Transparent surfaces are ignored for shadow map in this simple pass
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// Reverse-Z depth clear to 0.0
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VkClearValue clear{}; clear.depthStencil = {0.f, 0};
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builder.write_depth(shadowDepth, true, clear);
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for (VkBuffer b : indexSet)
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builder.read_buffer(b, RGBufferUsage::IndexRead, 0, "shadow.index");
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for (VkBuffer b : vertexSet)
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builder.read_buffer(b, RGBufferUsage::StorageRead, 0, "shadow.vertex");
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}
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},
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[this, shadowDepth, extent](VkCommandBuffer cmd, const RGPassResources &res, EngineContext *ctx)
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{
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draw_shadow(cmd, ctx, res, shadowDepth, extent);
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});
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// Ensure index/vertex buffers are tracked as reads (like Geometry)
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if (ctx)
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{
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const DrawContext &dc = ctx->getMainDrawContext();
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std::unordered_set<VkBuffer> indexSet;
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std::unordered_set<VkBuffer> vertexSet;
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auto collect = [&](const std::vector<RenderObject> &v)
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{
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for (const auto &r : v)
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{
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if (r.indexBuffer) indexSet.insert(r.indexBuffer);
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if (r.vertexBuffer) vertexSet.insert(r.vertexBuffer);
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}
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};
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collect(dc.OpaqueSurfaces);
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// Ignore transparent for shadow map
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for (VkBuffer b : indexSet)
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builder.read_buffer(b, RGBufferUsage::IndexRead, 0, "shadow.index");
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for (VkBuffer b : vertexSet)
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builder.read_buffer(b, RGBufferUsage::StorageRead, 0, "shadow.vertex");
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}
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},
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[this, shadowDepth, extent, i](VkCommandBuffer cmd, const RGPassResources &res, EngineContext *ctx)
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{
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draw_shadow(cmd, ctx, res, shadowDepth, extent, i);
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});
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}
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}
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void ShadowPass::draw_shadow(VkCommandBuffer cmd,
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EngineContext *context,
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const RGPassResources &/*resources*/,
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RGImageHandle /*shadowDepth*/,
|
||||
VkExtent2D extent) const
|
||||
VkExtent2D extent,
|
||||
uint32_t cascadeIndex) const
|
||||
{
|
||||
EngineContext *ctxLocal = context ? context : _context;
|
||||
if (!ctxLocal || !ctxLocal->currentFrame) return;
|
||||
@@ -166,6 +179,12 @@ void ShadowPass::draw_shadow(VkCommandBuffer cmd,
|
||||
const DrawContext &dc = ctxLocal->getMainDrawContext();
|
||||
|
||||
VkBuffer lastIndexBuffer = VK_NULL_HANDLE;
|
||||
|
||||
struct ShadowPC
|
||||
{
|
||||
GPUDrawPushConstants draw;
|
||||
uint32_t cascadeIndex;
|
||||
};
|
||||
for (const auto &r : dc.OpaqueSurfaces)
|
||||
{
|
||||
if (r.indexBuffer != lastIndexBuffer)
|
||||
@@ -174,11 +193,11 @@ void ShadowPass::draw_shadow(VkCommandBuffer cmd,
|
||||
vkCmdBindIndexBuffer(cmd, r.indexBuffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
}
|
||||
|
||||
GPUDrawPushConstants pc{};
|
||||
pc.worldMatrix = r.transform;
|
||||
pc.vertexBuffer = r.vertexBufferAddress;
|
||||
vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(GPUDrawPushConstants), &pc);
|
||||
|
||||
ShadowPC spc{};
|
||||
spc.draw.worldMatrix = r.transform;
|
||||
spc.draw.vertexBuffer = r.vertexBufferAddress;
|
||||
spc.cascadeIndex = cascadeIndex;
|
||||
vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(ShadowPC), &spc);
|
||||
vkCmdDrawIndexed(cmd, r.indexCount, 1, r.firstIndex, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,14 +2,13 @@
|
||||
|
||||
#include "vk_renderpass.h"
|
||||
#include <render/rg_types.h>
|
||||
#include <span>
|
||||
|
||||
class RenderGraph;
|
||||
class EngineContext;
|
||||
class RGPassResources;
|
||||
|
||||
// Depth-only directional shadow map pass (skeleton)
|
||||
// - Writes a depth image using reversed-Z (clear=0)
|
||||
// - Draw function will be filled in a later step
|
||||
// Depth-only directional shadow map pass (CSM-ready API)
|
||||
class ShadowPass : public IRenderPass
|
||||
{
|
||||
public:
|
||||
@@ -19,8 +18,8 @@ public:
|
||||
|
||||
const char *getName() const override { return "ShadowMap"; }
|
||||
|
||||
// Register the depth-only pass into the render graph
|
||||
void register_graph(RenderGraph *graph, RGImageHandle shadowDepth, VkExtent2D extent);
|
||||
// Register N cascades; one graphics pass per cascade.
|
||||
void register_graph(RenderGraph *graph, std::span<RGImageHandle> cascades, VkExtent2D extent);
|
||||
|
||||
private:
|
||||
EngineContext *_context = nullptr;
|
||||
@@ -29,5 +28,6 @@ private:
|
||||
EngineContext *context,
|
||||
const RGPassResources &resources,
|
||||
RGImageHandle shadowDepth,
|
||||
VkExtent2D extent) const;
|
||||
VkExtent2D extent,
|
||||
uint32_t cascadeIndex) const;
|
||||
};
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
#include "vk_swapchain.h"
|
||||
#include "core/engine_context.h"
|
||||
#include "core/config.h"
|
||||
#include "glm/gtx/transform.hpp"
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
@@ -104,7 +105,9 @@ void SceneManager::update_scene()
|
||||
sceneData.viewproj = projection * view;
|
||||
|
||||
// Build a simple directional light view-projection (reversed-Z orthographic)
|
||||
// Centered around the camera for now (non-cascaded, non-stabilized)
|
||||
// Centered around the camera for now. For the initial CSM-plumbing test,
|
||||
// duplicate this single shadow matrix across all cascades so we render
|
||||
// four identical shadow maps. This verifies the pass/descriptor wiring.
|
||||
{
|
||||
const glm::vec3 camPos = glm::vec3(glm::inverse(view)[3]);
|
||||
glm::vec3 L = glm::normalize(-glm::vec3(sceneData.sunlightDirection));
|
||||
@@ -124,11 +127,27 @@ void SceneManager::update_scene()
|
||||
const float farDist = 200.0f;
|
||||
const glm::vec3 lightPos = camPos - L * 100.0f;
|
||||
glm::mat4 viewLight = glm::lookAtRH(lightPos, camPos, up);
|
||||
// Standard RH ZO ortho with near<far, then explicitly flip Z to reversed-Z
|
||||
// Standard RH ZO ortho with near<far (works with our reversed-Z depth setup
|
||||
// as we clamp and bias in shader). We'll stabilize/flip later when CSM lands.
|
||||
glm::mat4 projLight = glm::orthoRH_ZO(-orthoRange, orthoRange, -orthoRange, orthoRange,
|
||||
nearDist, farDist);
|
||||
|
||||
sceneData.lightViewProj = projLight * viewLight;
|
||||
|
||||
// Fill cascade arrays with the same matrix for now so the shadow
|
||||
// pass can run four times using identical transforms.
|
||||
for (int c = 0; c < kShadowCascadeCount; ++c)
|
||||
{
|
||||
sceneData.lightViewProjCascades[c] = sceneData.lightViewProj;
|
||||
}
|
||||
|
||||
// Provide a simple increasing split hint (view-space distances).
|
||||
// Not used yet by shaders, but helps when we switch to CSM.
|
||||
const float farView = kShadowCSMFar;
|
||||
sceneData.cascadeSplitsView = glm::vec4(0.1f * farView,
|
||||
0.3f * farView,
|
||||
0.6f * farView,
|
||||
1.0f * farView);
|
||||
}
|
||||
|
||||
auto end = std::chrono::system_clock::now();
|
||||
|
||||
Reference in New Issue
Block a user