Merge branch 'CSM-new'

CSM-dev is clipmap shadow map and it works
This commit is contained in:
2025-10-23 00:35:44 +09:00
11 changed files with 128 additions and 163 deletions

View File

@@ -18,6 +18,8 @@
#include "render/vk_pipelines.h"
#include <iostream>
#include <glm/gtx/transform.hpp>
#include "config.h"
#include "render/primitives.h"
#include "vk_mem_alloc.h"
@@ -126,7 +128,7 @@ 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());
@@ -317,6 +319,7 @@ void VulkanEngine::draw()
RGImageHandle hGBufferAlbedo = _renderGraph->import_gbuffer_albedo();
RGImageHandle hSwapchain = _renderGraph->import_swapchain_image(swapchainImageIndex);
// Create a transient shadow depth target (fixed resolution for now)
// Create transient depth targets for cascaded shadow maps
const VkExtent2D shadowExtent{2048, 2048};
std::array<RGImageHandle, kShadowCascadeCount> hShadowCascades{};