Shadow mapping works 99%

This commit is contained in:
2026-02-24 22:52:21 +01:00
parent 2f146445a4
commit 2e63b3cb83
2 changed files with 11 additions and 8 deletions
@@ -64,7 +64,7 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
float uniform = minZ + range * p;
float d = cascadeSplitLambda * (log - uniform) + uniform;
cascadeSplits[i] = (d - nearClip) / clipRange;
splitDepths[i] = farClip - cascadeSplits[i] * clipRange;
splitDepths[i] = d;
cascades[i].viewParams.clear();
}
cascadeSplitsBuffer->updateContents(0, sizeof(float) * NUM_CASCADES, splitDepths);
@@ -76,8 +76,8 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
float splitDist = cascadeSplits[i];
Array<Vector> frustumCorners = {
Vector(-1.0f, 1.0f, 1.0f), Vector(1.0f, 1.0f, 1.0f), Vector(1.0f, -1.0f, 1.0f), Vector(-1.0f, -1.0f, 1.0f),
Vector(-1.0f, 1.0f, 0.0f), Vector(1.0f, 1.0f, 0.0f), Vector(1.0f, -1.0f, 0.0f), Vector(-1.0f, -1.0f, 0.0f),
Vector(-1.0f, 1.0f, 1.0f), Vector(1.0f, 1.0f, 1.0f), Vector(1.0f, -1.0f, 1.0f), Vector(-1.0f, -1.0f, 1.0f),
};
for (auto& c : frustumCorners) {
@@ -111,7 +111,7 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
Matrix4 projectionMatrix =
orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, maxExtents.z - minExtents.z, 0.0f);
orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - minExtents.z);
Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix;
viewParams = {
.viewMatrix = viewMatrix,
@@ -194,7 +194,7 @@ void ShadowPass::render() {
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_NONE,
.depthBiasEnable = false,
.depthBiasEnable = true,
.depthBiasConstantFactor = depthBiasConstant,
.depthBiasSlopeFactor = depthBiasSlope,
},