ADD: CSM with base shadow map
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@@ -10,10 +10,10 @@ inline constexpr bool kUseValidationLayers = true;
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// Shadow mapping configuration
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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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inline constexpr float kShadowCSMFar = 50.0f;
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inline constexpr float kShadowCSMFar = 400.0f;
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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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// Extra XY expansion for cascade footprint (safety against FOV/aspect changes)
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inline constexpr float kShadowCascadeRadiusScale = 1.15f;
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inline constexpr float kShadowCascadeRadiusScale = 1.25f;
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// Additive XY margin in world units (light-space) beyond scaled radius
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inline constexpr float kShadowCascadeRadiusMargin = 10.0f;
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inline constexpr float kShadowCascadeRadiusMargin = 20.0f;
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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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_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("house.glb");
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const auto structureFile = _assetManager->loadGLTF(structurePath);
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assert(structureFile.has_value());
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