ADD: Clipmap shadow better quality

This commit is contained in:
2025-10-26 06:57:13 +09:00
parent 3127658b01
commit 85d93fbd67
4 changed files with 100 additions and 27 deletions

View File

@@ -113,6 +113,7 @@ void SceneManager::update_scene()
{
const glm::mat4 invView = glm::inverse(view);
const glm::vec3 camPos = glm::vec3(invView[3]);
const glm::vec3 camFwd = -glm::vec3(invView[2]);
glm::vec3 L = glm::normalize(-glm::vec3(sceneData.sunlightDirection));
if (glm::length(L) < 1e-5f) L = glm::vec3(0.0f, -1.0f, 0.0f);
@@ -126,37 +127,37 @@ void SceneManager::update_scene()
return kShadowClipBaseRadius * powf(2.0f, float(level));
};
// Keep a copy of level radii in cascadeSplitsView for debug/visualization
sceneData.cascadeSplitsView = glm::vec4(
level_radius(0), level_radius(1), level_radius(2), level_radius(3));
for (int ci = 0; ci < kShadowCascadeCount; ++ci)
{
const float radius = level_radius(ci);
const float cover = radius * kShadowCascadeRadiusScale + kShadowCascadeRadiusMargin;
// Compute camera coordinates in light's orthonormal basis (world -> light XY)
const float u = glm::dot(camPos, right);
const float v = glm::dot(camPos, up);
const float ahead = radius * 0.5;
const float fu = glm::dot(camFwd, right);
const float fv = glm::dot(camFwd, up);
// Texel size in light-space at this level
const float texel = (2.0f * radius) / float(kShadowMapResolution);
const float u = glm::dot(camPos, right) + fu * ahead;
const float v = glm::dot(camPos, up) + fv * ahead;
const float texel = (2.0f * cover) / float(kShadowMapResolution);
const float uSnapped = floorf(u / texel) * texel;
const float vSnapped = floorf(v / texel) * texel;
const float du = uSnapped - u;
const float dv = vSnapped - v;
// World-space snapped center of this clip level
const glm::vec3 center = camPos + right * du + up * dv;
// Build light view matrix looking at the snapped center
const glm::vec3 eye = center - L * kShadowClipLightPullback;
const float pullback = glm::max(kShadowClipPullbackMin, cover * kShadowClipPullbackFactor);
const glm::vec3 eye = center - L * pullback;
const glm::mat4 V = glm::lookAtRH(eye, center, up);
// Conservative Z range along light direction
const float zNear = 0.1f;
const float zFar = kShadowClipLightPullback + kShadowClipZPadding;
const float zFar = pullback + cover * kShadowClipForwardFactor + kShadowClipZPadding;
const glm::mat4 P = glm::orthoRH_ZO(-radius, radius, -radius, radius, zNear, zFar);
const glm::mat4 P = glm::orthoRH_ZO(-cover, cover, -cover, cover, zNear, zFar);
const glm::mat4 lightVP = P * V;
sceneData.lightViewProjCascades[ci] = lightVP;