Fixed shadow pass and physics system a little bit

This commit is contained in:
2026-02-25 07:13:54 +01:00
parent 2e63b3cb83
commit 61dcb0430a
2 changed files with 46 additions and 25 deletions
+10 -5
View File
@@ -72,9 +72,14 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
updateViewParameters(camera, transform); updateViewParameters(camera, transform);
Matrix4 invCam = viewParams.inverseViewProjectionMatrix; Matrix4 invCam = viewParams.inverseViewProjectionMatrix;
float lastSplitDist = 0.0; float lastSplitDist = 0.0;
constexpr float cascadeOverlap = 0.1f; // overlap factor to prevent gaps at cascade boundaries
for (uint32 i = 0; i < NUM_CASCADES; ++i) { for (uint32 i = 0; i < NUM_CASCADES; ++i) {
float splitDist = cascadeSplits[i]; float splitDist = cascadeSplits[i];
// Extend each cascade's frustum slice slightly into adjacent cascades
float overlapNear = (i > 0) ? lastSplitDist - cascadeOverlap * (lastSplitDist - (i > 1 ? cascadeSplits[i - 2] : 0.0f)) : 0.0f;
float overlapFar = (i < NUM_CASCADES - 1) ? splitDist + cascadeOverlap * (cascadeSplits[i + 1] - splitDist) : splitDist;
Array<Vector> frustumCorners = { Array<Vector> frustumCorners = {
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, 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), 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),
@@ -86,8 +91,8 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
} }
for (uint32 j = 0; j < 4; j++) { for (uint32 j = 0; j < 4; j++) {
Vector dist = frustumCorners[j + 4] - frustumCorners[j]; Vector dist = frustumCorners[j + 4] - frustumCorners[j];
frustumCorners[j + 4] = frustumCorners[j] + (dist * splitDist); frustumCorners[j + 4] = frustumCorners[j] + (dist * overlapFar);
frustumCorners[j] = frustumCorners[j] + (dist * lastSplitDist); frustumCorners[j] = frustumCorners[j] + (dist * overlapNear);
} }
Vector frustumCenter = Vector(0); Vector frustumCenter = Vector(0);
@@ -108,10 +113,10 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
for (uint32 s = 0; s < scene->getLightEnvironment()->getNumDirectionalLights(); ++s) { for (uint32 s = 0; s < scene->getLightEnvironment()->getNumDirectionalLights(); ++s) {
Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction); Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction);
Vector cameraPos = frustumCenter - lightDir * -minExtents.z; Vector cameraPos = frustumCenter - lightDir * (100.0f * -minExtents.z);
Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0)); Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
Matrix4 projectionMatrix = Matrix4 projectionMatrix =
orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - minExtents.z); orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - (100.0f * minExtents.z));
Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix; Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix;
viewParams = { viewParams = {
.viewMatrix = viewMatrix, .viewMatrix = viewMatrix,
@@ -193,7 +198,7 @@ void ShadowPass::render() {
.pipelineLayout = collection->pipelineLayout, .pipelineLayout = collection->pipelineLayout,
.rasterizationState = .rasterizationState =
{ {
.cullMode = Gfx::SE_CULL_MODE_NONE, .cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
.depthBiasEnable = true, .depthBiasEnable = true,
.depthBiasConstantFactor = depthBiasConstant, .depthBiasConstantFactor = depthBiasConstant,
.depthBiasSlopeFactor = depthBiasSlope, .depthBiasSlopeFactor = depthBiasSlope,
+36 -20
View File
@@ -1,6 +1,5 @@
#include "PhysicsSystem.h" #include "PhysicsSystem.h"
#include <iostream> #include <iostream>
#include <random>
using namespace Seele; using namespace Seele;
@@ -466,27 +465,44 @@ void PhysicsSystem::computeBVector(const Array<Contact>& contacts, Array<float>&
} }
} }
void PhysicsSystem::solveQP(const Array<Array<float>>& CI, const Array<float>& ci0, Array<float>& sol) const { void PhysicsSystem::solveQP(const Array<Array<float>>& A, const Array<float>& b, Array<float>& f) const {
static std::mt19937_64 generator; // Solves the LCP: find f >= 0 such that Af + b >= 0 and f^T(Af + b) = 0
static std::uniform_real_distribution<float> dist(0.01f, 0.1f); // using Projected Gauss-Seidel (PGS) iteration
sol.resize(CI.size()); const size_t n = A.size();
bool solved = false; f.resize(n);
while (!solved) {
for (size_t i = 0; i < sol.size(); ++i) { for (size_t i = 0; i < n; ++i) {
sol[i] = dist(generator); f[i] = 0.0f;
} }
solved = true;
for (size_t i = 0; i < sol.size(); ++i) { constexpr size_t maxIterations = 200;
float res = 0; constexpr float tolerance = 1e-6f;
for (size_t j = 0; j < sol.size(); ++j) {
res += CI[i][j] * sol[j] + ci0[i]; for (size_t iter = 0; iter < maxIterations; ++iter) {
float maxDelta = 0.0f;
for (size_t i = 0; i < n; ++i) {
float sigma = b[i];
for (size_t j = 0; j < n; ++j) {
if (j != i) {
sigma += A[i][j] * f[j];
}
} }
if (res < 0) {
solved = false; float diagonal = A[i][i];
std::cout << "failed to solve QP" << std::endl; float newF;
continue; if (std::abs(diagonal) > 1e-10f) {
newF = std::max(0.0f, -sigma / diagonal);
} else {
newF = 0.0f;
} }
maxDelta = std::max(maxDelta, std::abs(newF - f[i]));
f[i] = newF;
}
if (maxDelta < tolerance) {
return;
} }
return;
} }
} }