ADD: stabilized CSM
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@@ -116,13 +116,13 @@ void SceneManager::update_scene()
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if (!glm::all(glm::isfinite(L)) || glm::length2(L) < 1e-10f)
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L = glm::vec3(0.0f, -1.0f, 0.0f);
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const glm::vec3 worldUp(0,1,0), altUp(0,0,1);
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const glm::vec3 worldUp(0, 1, 0), altUp(0, 0, 1);
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glm::vec3 upPick = (std::abs(glm::dot(worldUp, L)) > 0.99f) ? altUp : worldUp;
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glm::vec3 right = glm::normalize(glm::cross(upPick, L));
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glm::vec3 up = glm::normalize(glm::cross(L, right));
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const float csmFar = kShadowCSMFar; // configurable shadow distance
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const float lambda = 0.5f; // split weighting
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const float csmFar = kShadowCSMFar;
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const float lambda = 0.5f;
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const int cascades = kShadowCascadeCount;
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float splits[4] = {0, 0, 0, 0};
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@@ -138,84 +138,81 @@ void SceneManager::update_scene()
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mat4 invView = inverse(view);
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auto buildCascade = [&](float nearD, float farD) -> mat4 {
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// Frustum in view-space (RH, forward -Z)
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float tanHalfFov = tanf(fov * 0.5f);
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float yn = tanHalfFov * nearD;
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float xn = yn * aspect;
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float yf = tanHalfFov * farD;
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float xf = yf * aspect;
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float baseWorldTexel = 0.0f;
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vec3 cornersV[8] = {
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{-xn, -yn, -nearD}, {xn, -yn, -nearD}, {xn, yn, -nearD}, {-xn, yn, -nearD},
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{-xf, -yf, -farD}, {xf, -yf, -farD}, {xf, yf, -farD}, {-xf, yf, -farD}
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};
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vec3 cornersW[8];
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vec3 centerWS(0.0f);
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auto buildCascade = [&](int idx, float nearD, float farD) -> mat4 {
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float tanHalf = tanf(fov * 0.5f);
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float yf = tanHalf * farD;
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float xf = yf * aspect;
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float rStable = 1.05f * sqrtf(xf * xf + yf * yf);
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float texelWorld;
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if (idx == 0)
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{
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baseWorldTexel = (2.0f * rStable) / kShadowMapResolution;
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baseWorldTexel = powf(2.0f, ceilf(log2f(baseWorldTexel)));
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texelWorld = baseWorldTexel;
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}
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else
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{
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texelWorld = baseWorldTexel * (1 << idx);
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rStable = 0.5f * texelWorld * kShadowMapResolution;
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}
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vec3 cornersV[8]; {
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float tanHalfFov = tanf(fov * 0.5f);
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float yn = tanHalfFov * nearD, xn = yn * aspect;
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float yf = tanHalfFov * farD, xf = yf * aspect;
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cornersV[0] = {-xn, -yn, -nearD};
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cornersV[1] = {xn, -yn, -nearD};
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cornersV[2] = {xn, yn, -nearD};
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cornersV[3] = {-xn, yn, -nearD};
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cornersV[4] = {-xf, -yf, -farD};
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cornersV[5] = {xf, -yf, -farD};
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cornersV[6] = {xf, yf, -farD};
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cornersV[7] = {-xf, yf, -farD};
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}
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mat4 invView = inverse(view);
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vec3 cornersW[8], centerWS(0);
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for (int i = 0; i < 8; ++i)
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{
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vec3 w = vec3(invView * vec4(cornersV[i], 1.0f));
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cornersW[i] = w;
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centerWS += w;
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cornersW[i] = vec3(invView * vec4(cornersV[i], 1));
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centerWS += cornersW[i];
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}
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centerWS *= (1.0f / 8.0f);
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centerWS *= 1.0f / 8.0f;
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// Initial light view
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const float lightDist = 100.0f;
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float lightDist = rStable + 50.0f;
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vec3 lightPos = centerWS - L * lightDist;
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mat4 viewLight = lookAtRH(lightPos, centerWS, up);
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// Compute symmetric bounds around center in light space
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vec2 centerLS = vec2(viewLight * vec4(centerWS, 1.0f));
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float minZ = 1e9f, maxZ = -1e9f;
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float radius = 0.0f;
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for (int i = 0; i < 8; ++i)
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{
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vec3 p = vec3(viewLight * vec4(cornersW[i], 1.0f));
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minZ = std::min(minZ, p.z);
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maxZ = std::max(maxZ, p.z);
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radius = std::max(radius, glm::length(vec2(p.x, p.y) - centerLS));
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}
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// Pad extents
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radius *= 1.05f;
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float sliceLen = farD - nearD;
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float zPad = std::max(50.0f, 0.2f * sliceLen);
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// Two-sided along light direction: include casters between light and slice
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float nearLS = 0.01f;
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float farLS = -minZ + zPad;
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// Stabilize by snapping to shadow texel grid
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float texelSize = (2.0f * radius) / kShadowMapResolution;
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vec2 snapped = floor(centerLS / texelSize) * texelSize;
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vec2 centerLS = vec2(viewLight * vec4(centerWS, 1));
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vec2 snapped = floor(centerLS / texelWorld) * texelWorld;
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vec2 deltaLS = snapped - centerLS;
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vec3 shiftWS = right * deltaLS.x + up * deltaLS.y;
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vec3 centerSnapped = centerWS + shiftWS;
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vec3 lightPosSnapped = centerSnapped - L * lightDist;
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viewLight = lookAtRH(lightPosSnapped, centerSnapped, up);
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// Recompute z-range with snapped view
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centerLS = vec2(viewLight * vec4(centerSnapped, 1.0f));
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minZ = 1e9f; maxZ = -1e9f; radius = 0.0f;
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lightPos = centerSnapped - L * lightDist;
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viewLight = lookAtRH(lightPos, centerSnapped, up);
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float radius = ceil(rStable / texelWorld) * texelWorld;
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vec2 cLS = vec2(viewLight * vec4(centerSnapped, 1));
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float left = cLS.x - radius, rightE = cLS.x + radius;
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float bottom = cLS.y - radius, top = cLS.y + radius;
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float minZ = 1e9f, maxZ = -1e9f;
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for (int i = 0; i < 8; ++i)
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{
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vec3 p = vec3(viewLight * vec4(cornersW[i], 1.0f));
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vec3 p = vec3(viewLight * vec4(cornersW[i], 1));
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minZ = std::min(minZ, p.z);
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maxZ = std::max(maxZ, p.z);
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radius = std::max(radius, glm::length(vec2(p.x, p.y) - centerLS));
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}
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// Keep near plane close to the light to include forward casters
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nearLS = 0.01f;
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farLS = -minZ + zPad;
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float sliceLen = farD - nearD;
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float zPad = std::max(10.0f, 0.2f * sliceLen);
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float casterExtrude = 100.0f;
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float nearLS = 0.01f;
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float farLS = -minZ + zPad + casterExtrude;
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float left = centerLS.x - radius;
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float rightE = centerLS.x + radius;
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float bottom = centerLS.y - radius;
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float top = centerLS.y + radius;
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mat4 projLight = orthoRH_ZO(-40.f, 40.f, -40.f, 40.f, nearLS, farLS);
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// projLight[1][1] *= -1.0f;
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mat4 projLight = orthoRH_ZO(left, rightE, bottom, top, nearLS, farLS);
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return projLight * viewLight;
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};
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@@ -223,9 +220,8 @@ void SceneManager::update_scene()
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{
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float nearD = (i == 0) ? nearPlane : splits[i - 1];
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float farD = splits[i];
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sceneData.lightViewProjCascades[i] = buildCascade(nearD, farD);
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sceneData.lightViewProjCascades[i] = buildCascade(i, nearD, farD);
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}
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// For legacy paths, keep first cascade in single matrix
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sceneData.lightViewProj = sceneData.lightViewProjCascades[0];
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}
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