Merge branch 'CSM-new'
CSM-dev is clipmap shadow map and it works
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@@ -18,6 +18,8 @@
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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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@@ -126,7 +128,7 @@ void VulkanEngine::init()
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auto imguiPass = std::make_unique<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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assert(structureFile.has_value());
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@@ -317,6 +319,7 @@ void VulkanEngine::draw()
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RGImageHandle hGBufferAlbedo = _renderGraph->import_gbuffer_albedo();
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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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std::array<RGImageHandle, kShadowCascadeCount> hShadowCascades{};
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