Starting to add cascading shadow maps

This commit is contained in:
2025-07-14 21:10:07 +02:00
parent cc22f10565
commit 9bd1ca1b09
18 changed files with 282 additions and 172 deletions
-25
View File
@@ -82,34 +82,11 @@ void LightEnvironment::reset() {
}
void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& dirLight, const Component::Transform& transform) {
Vector eyePos = transform.getPosition();
Vector lookAt = eyePos + transform.getForward();
Matrix4 cameraMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
Matrix4 correctionMatrix = Matrix4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 / 2.f, 0, 0, 0, 1 / 2.f, 1);
dirs.add(ShaderDirectionalLight{
.color = Vector4(dirLight.color, dirLight.intensity),
.direction = Vector4(transform.getForward(), 0),
.lightSpaceMatrix = correctionMatrix * glm::ortho(-100.0f, 100.0f, -100.0f, 100.0f, 100.0f, -100.0f) * cameraMatrix,
});
directionalTransforms.add(transform);
if (shadowMaps.size() < dirs.size()) {
shadowMaps.add(graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = 8192,
.height = 8192,
.elements = (uint32)dirs.size(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMap",
}));
shadowMaps.back()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT);
shadowSamplers.add(graphics->createSampler(SamplerCreateInfo{
.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.name = "ShadowSampler",
}));
}
}
void LightEnvironment::addPointLight(const Component::PointLight& pointLight, const Component::Transform& transform) {
@@ -136,8 +113,6 @@ void LightEnvironment::commit() {
uint32 numDirectionalLights = (uint32)dirs.size();
set->updateConstants("numDirectionalLights", 0, &numDirectionalLights);
set->updateBuffer("directionalLights", 0, directionalLights);
set->updateTexture("shadowMap", 0, shadowMaps[0]->getDefaultView());
set->updateSampler("shadowSampler", 0, Gfx::PSampler(shadowSamplers[0]));
set->updateConstants("numPointLights", 0, &numPointLights);
set->updateBuffer("pointLights", 0, pointLights);
set->updateTexture("irradianceMap", 0, environment->getIrradianceMap()->getDefaultView());
-4
View File
@@ -4,7 +4,6 @@
#include "Component/Transform.h"
#include "Graphics/Buffer.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Texture.h"
namespace Seele {
DECLARE_REF(EnvironmentMapAsset)
@@ -13,7 +12,6 @@ class LightEnvironment {
struct ShaderDirectionalLight {
Vector4 color;
Vector4 direction;
Matrix4 lightSpaceMatrix;
};
struct ShaderPointLight {
Vector4 position_WS;
@@ -31,12 +29,10 @@ class LightEnvironment {
Gfx::PDescriptorSet getDescriptorSet();
PEnvironmentMapAsset getEnvironmentMap() { return environment; }
uint64 getNumDirectionalLights() const { return dirs.size(); }
const Array<Gfx::OTexture2D>& getShadowMaps() const { return shadowMaps; }
private:
Gfx::PGraphics graphics;
Gfx::OShaderBuffer directionalLights;
Array<Gfx::OTexture2D> shadowMaps;
Array<Gfx::OSampler> shadowSamplers;
Gfx::OShaderBuffer pointLights;
Array<ShaderDirectionalLight> dirs;