ADD: CSM with base shadow map 2
This commit is contained in:
@@ -88,7 +88,6 @@ float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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float w = 1.0 - smoothstep(0.0, 0.65, pr);
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float w = 1.0 - smoothstep(0.0, 0.65, pr);
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float mapD = texture(shadowTex[ci], suv + off).r;
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float mapD = texture(shadowTex[ci], suv + off).r;
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// Reversed-Z friendly compare: visible when current <= map depth
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float vis = step(mapD, current + bias);
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float vis = step(mapD, current + bias);
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visible += vis * w;
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visible += vis * w;
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@@ -10,7 +10,7 @@ inline constexpr bool kUseValidationLayers = true;
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// Shadow mapping configuration
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// Shadow mapping configuration
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inline constexpr int kShadowCascadeCount = 4;
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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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// Maximum shadow distance for CSM in view-space units
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inline constexpr float kShadowCSMFar = 400.0f;
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inline constexpr float kShadowCSMFar = 200.0f;
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// Shadow map resolution used for stabilization (texel snapping). Must match actual image size.
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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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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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// Extra XY expansion for cascade footprint (safety against FOV/aspect changes)
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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("house.glb");
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const std::string structurePath = _assetManager->modelPath("seoul_high.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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@@ -45,7 +45,7 @@ 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_cull_mode(VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE);
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b.set_multisampling_none();
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b.set_multisampling_none();
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b.disable_blending();
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b.disable_blending();
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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.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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b.set_depth_format(VK_FORMAT_D32_SFLOAT);
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@@ -85,7 +85,6 @@ void ShadowPass::register_graph(RenderGraph *graph, std::span<RGImageHandle> cas
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RGPassType::Graphics,
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RGPassType::Graphics,
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[shadowDepth](RGPassBuilder &builder, EngineContext *ctx)
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[shadowDepth](RGPassBuilder &builder, EngineContext *ctx)
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{
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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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VkClearValue clear{}; clear.depthStencil = {0.f, 0};
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builder.write_depth(shadowDepth, true, clear);
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builder.write_depth(shadowDepth, true, clear);
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@@ -107,44 +107,43 @@ void SceneManager::update_scene()
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// Mixed Near + CSM shadow setup
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// Mixed Near + CSM shadow setup
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// - Cascade 0: legacy/simple shadow (near range around camera)
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// - Cascade 0: legacy/simple shadow (near range around camera)
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// - Cascades 1..N-1: cascaded shadow maps covering farther ranges up to kShadowCSMFar
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// - Cascades 1..N-1: cascaded shadow maps covering farther ranges up to kShadowCSMFar
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// ---- Mixed Near + CSM shadow setup (fixed) ----
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{
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{
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const glm::mat4 invView = glm::inverse(view);
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const glm::mat4 invView = glm::inverse(view);
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const glm::vec3 camPos = glm::vec3(invView[3]);
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const glm::vec3 camPos = glm::vec3(invView[3]);
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// Sun direction and light basis
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// Sun direction and light basis (robust)
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glm::vec3 L = glm::normalize(-glm::vec3(sceneData.sunlightDirection));
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glm::vec3 L = glm::normalize(-glm::vec3(sceneData.sunlightDirection));
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if (glm::length(L) < 1e-5f) L = glm::vec3(0.0f, -1.0f, 0.0f);
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if (glm::length(L) < 1e-5f) L = glm::vec3(0.0f, -1.0f, 0.0f);
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const glm::vec3 worldUp(0.0f, 1.0f, 0.0f);
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const glm::vec3 worldUp(0.0f, 1.0f, 0.0f);
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glm::vec3 right = glm::normalize(glm::cross(worldUp, L));
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glm::vec3 right = glm::cross(L, worldUp);
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glm::vec3 up = glm::normalize(glm::cross(L, right));
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if (glm::length2(right) < 1e-6f) right = glm::vec3(1, 0, 0);
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if (glm::length2(right) < 1e-6f)
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right = glm::normalize(right);
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{
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glm::vec3 up = glm::normalize(glm::cross(right, L));
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right = glm::vec3(1, 0, 0);
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up = glm::normalize(glm::cross(L, right));
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}
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// 0) Legacy near/simple shadow matrix (kept for cascade 0)
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// 0) Legacy near/simple shadow (cascade 0 그대로)
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{
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{
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const float orthoRange = 30.0f; // XY half-extent around camera
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const float orthoRange = 20.0f;
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const float nearDist = 0.1f;
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const float nearDist = 0.1f;
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const float farDist = 150.0f;
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const float farDist = 200.0f;
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const glm::vec3 lightPos = camPos - L * 50.0f;
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const glm::vec3 lightPos = camPos - L * 80.0f;
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const glm::mat4 viewLight = glm::lookAtRH(lightPos, camPos, up);
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const glm::mat4 viewLight = glm::lookAtRH(lightPos, camPos, up);
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// ⚠️ API에 맞게 ZO/NO를 고르세요 (Vulkan/D3D: ZO, OpenGL 기본: NO)
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const glm::mat4 projLight = glm::orthoRH_ZO(-orthoRange, orthoRange, -orthoRange, orthoRange,
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const glm::mat4 projLight = glm::orthoRH_ZO(-orthoRange, orthoRange, -orthoRange, orthoRange,
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nearDist, farDist);
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nearDist, farDist);
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const glm::mat4 lightVP = projLight * viewLight;
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const glm::mat4 lightVP = projLight * viewLight;
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sceneData.lightViewProj = lightVP; // kept for debug/compat
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sceneData.lightViewProj = lightVP;
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sceneData.lightViewProjCascades[0] = lightVP; // cascade 0 uses the simple map
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sceneData.lightViewProjCascades[0] = lightVP;
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}
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}
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// 1) Build cascade split distances (view-space, positive forward)
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// 1) Cascade split distances (뷰공간 +Z를 "전방 거리"로 사용)
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const float farView = kShadowCSMFar;
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const float farView = kShadowCSMFar;
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// Choose a near/CSM boundary tuned for close-up detail
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const float nearSplit = 5.0f; // 0번(레거시)와 CSM 경계
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const float nearSplit = 100.0;
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const float lambda = 0.7f; // practical split
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// Practical split scheme for remaining 3 cascades
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float splits[3]{};
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const float lambda = 0.6f;
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float cStart = nearSplit;
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float splits[3]{}; // end distances for cascades 1..3
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for (int i = 1; i <= 3; ++i)
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for (int i = 1; i <= 3; ++i)
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{
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{
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float si = float(i) / 3.0f;
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float si = float(i) / 3.0f;
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@@ -154,73 +153,73 @@ void SceneManager::update_scene()
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}
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}
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sceneData.cascadeSplitsView = glm::vec4(nearSplit, splits[0], splits[1], farView);
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sceneData.cascadeSplitsView = glm::vec4(nearSplit, splits[0], splits[1], farView);
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// 2) For cascades 1..3, compute light-space ortho matrices that bound the camera frustum slice
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// 2) 뷰공간 슬라이스 [zn, zf]의 월드 코너 계산
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auto frustum_corners_world = [&](float zn, float zf)
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auto frustum_corners_world = [&](float zn, float zf) {
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{
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// 카메라는 뷰공간 -Z를 바라봄. 우리는 "전방거리"를 양수로 넣고 z는 -zn, -zf.
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// camera looks along -Z in view space
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const float tanHalfFov = tanf(fov * 0.5f);
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const float tanHalfFov = tanf(fov * 0.5f);
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const float yN = tanHalfFov * zn;
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const float yN = tanHalfFov * zn;
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const float xN = yN * aspect;
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const float xN = yN * aspect;
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const float yF = tanHalfFov * zf;
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const float yF = tanHalfFov * zf;
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const float xF = yF * aspect;
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const float xF = yF * aspect;
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// view-space corners
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glm::vec3 vs[8] = {
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glm::vec3 vs[8] = {
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{-xN, -yN, -zn}, {+xN, -yN, -zn}, {+xN, +yN, -zn}, {-xN, +yN, -zn},
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{-xN, -yN, -zn}, {+xN, -yN, -zn}, {+xN, +yN, -zn}, {-xN, +yN, -zn},
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{-xF, -yF, -zf}, {+xF, -yF, -zf}, {+xF, +yF, -zf}, {-xF, +yF, -zf}
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{-xF, -yF, -zf}, {+xF, -yF, -zf}, {+xF, +yF, -zf}, {-xF, +yF, -zf}
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};
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};
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std::array<glm::vec3, 8> ws{};
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std::array<glm::vec3, 8> ws{};
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for (int i = 0; i < 8; ++i)
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for (int i = 0; i < 8; ++i)
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{
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ws[i] = glm::vec3(invView * glm::vec4(vs[i], 1.0f));
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ws[i] = glm::vec3(invView * glm::vec4(vs[i], 1.0f));
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}
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return ws;
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return ws;
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};
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};
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auto build_light_matrix_for_slice = [&](float zNearVS, float zFarVS)
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auto build_light_matrix_for_slice = [&](float zNearVS, float zFarVS) {
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{
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auto ws = frustum_corners_world(zNearVS, zFarVS);
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auto ws = frustum_corners_world(zNearVS, zFarVS);
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// Light view looking toward cascade center
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// 라이트 뷰: 슬라이스 센터를 본다
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glm::vec3 center(0.0f);
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glm::vec3 center(0.0f);
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for (auto &p : ws) center += p; center *= (1.0f / 8.0f);
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for (auto &p: ws) center += p;
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glm::vec3 lightPos = center - L * 200.0f;
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center *= (1.0f / 8.0f);
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glm::mat4 V = glm::lookAtRH(lightPos, center, up);
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const float lightPullback = 30.0f; // 충분히 뒤로 빼서 안정화
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glm::mat4 V = glm::lookAtRH(center - L * lightPullback, center, up);
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// Project corners to light space and compute AABB
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// 라이트 공간으로 투영 후 AABB
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glm::vec3 minLS(FLT_MAX), maxLS(-FLT_MAX);
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glm::vec3 minLS(FLT_MAX), maxLS(-FLT_MAX);
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for (auto &p : ws)
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for (auto &p: ws)
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{
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{
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glm::vec3 q = glm::vec3(V * glm::vec4(p, 1.0f));
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glm::vec3 q = glm::vec3(V * glm::vec4(p, 1.0f));
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minLS = glm::min(minLS, q);
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minLS = glm::min(minLS, q);
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maxLS = glm::max(maxLS, q);
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maxLS = glm::max(maxLS, q);
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}
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}
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// Expand XY a bit to be safe/stable
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// XY 반경/센터, 살짝 여유
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glm::vec2 halfXY = 0.5f * glm::vec2(maxLS.x - minLS.x, maxLS.y - minLS.y);
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glm::vec2 extXY = glm::vec2(maxLS.x - minLS.x, maxLS.y - minLS.y);
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float radius = glm::max(halfXY.x, halfXY.y) * kShadowCascadeRadiusScale + kShadowCascadeRadiusMargin;
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float radius = 0.5f * glm::max(extXY.x, extXY.y);
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radius = radius * kShadowCascadeRadiusScale + kShadowCascadeRadiusMargin;
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glm::vec2 centerXY = 0.5f * glm::vec2(maxLS.x + minLS.x, maxLS.y + minLS.y);
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glm::vec2 centerXY = 0.5f * glm::vec2(maxLS.x + minLS.x, maxLS.y + minLS.y);
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// Optional texel snapping for stability
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// Texel snapping (안정화)
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const float texel = (2.0f * radius) / kShadowMapResolution;
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const float texel = (2.0f * radius) / float(kShadowMapResolution);
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centerXY.x = floorf(centerXY.x / texel) * texel;
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centerXY.x = floorf(centerXY.x / texel) * texel;
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centerXY.y = floorf(centerXY.y / texel) * texel;
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centerXY.y = floorf(centerXY.y / texel) * texel;
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// Compose snapped view matrix by overriding translation in light space
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// 스냅된 XY 센터를 반영하도록 라이트 뷰를 라이트공간에서 평행이동
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glm::mat4 Vsnapped = V;
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glm::mat4 Vsnapped = glm::translate(glm::mat4(1.0f),
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// Extract current translation in light space for center; replace x/y with snapped center
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-glm::vec3(centerXY.x, centerXY.y, 0.0f)) * V;
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glm::vec3 centerLS = glm::vec3(V * glm::vec4(center, 1.0f));
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glm::vec3 delta = glm::vec3(centerXY, centerLS.z) - centerLS;
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// 깊이 범위(표준 Z, reversed-Z 안 씀)
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// Apply delta in light space by post-multiplying with a translation
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// lookAtRH는 -Z 쪽을 앞(카메라 전방)으로 둔다: 가까운 점 z는 덜 음수(값이 큰 쪽), 먼 점은 더 음수(값이 작은 쪽)
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Vsnapped = glm::translate(glm::mat4(1.0f), -delta) * V;
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const float zPad = 50.0f; // 슬라이스 앞뒤 여유
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float zNear = glm::max(0.1f, -maxLS.z - zPad); // "가까움": -z(덜음수) → 양수 거리
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float zFar = -minLS.z + zPad; // "멀리": -z(더음수) → 더 큰 양수
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// ⚠️ API에 맞게 ZO/NO를 선택
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glm::mat4 P = glm::orthoRH_ZO(-radius, radius, -radius, radius, zNear, zFar);
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float nearLS = minLS.z - 50.0f; // pull near/far generously around slice depth range
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float farLS = maxLS.z + 250.0f;
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glm::mat4 P = glm::orthoRH_ZO(-radius, radius, -radius, radius, std::max(0.1f, -nearLS), std::max(10.0f, farLS - nearLS + 10.0f));
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return P * Vsnapped;
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return P * Vsnapped;
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};
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};
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// Fill cascades 1..3
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// 3) Cascades 1..3 채우기
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float prev = nearSplit;
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float prev = nearSplit;
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for (int ci = 1; ci < kShadowCascadeCount; ++ci)
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for (int ci = 1; ci < kShadowCascadeCount; ++ci)
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{
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{
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@@ -230,6 +229,7 @@ void SceneManager::update_scene()
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}
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}
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}
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}
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auto end = std::chrono::system_clock::now();
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auto end = std::chrono::system_clock::now();
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auto elapsed = std::chrono::duration_cast<std::chrono::microseconds>(end - start);
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auto elapsed = std::chrono::duration_cast<std::chrono::microseconds>(end - start);
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stats.scene_update_time = elapsed.count() / 1000.f;
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stats.scene_update_time = elapsed.count() / 1000.f;
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