Something about shadowpass

This commit is contained in:
2025-09-21 22:09:24 +02:00
parent 209780cd54
commit ed69a21b80
5 changed files with 45 additions and 38 deletions
@@ -108,7 +108,7 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
Vector maxExtents = Vector(radius);
Vector minExtents = -maxExtents;
Vector lightDir = glm::normalize(-scene->getLightEnvironment()->getDirectionalLight(s).direction);
Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction);
Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
Matrix4 projectionMatrix =
@@ -191,8 +191,8 @@ void ShadowPass::render() {
.pipelineLayout = collection->pipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
.depthBiasEnable = true,
.cullMode = Gfx::SE_CULL_MODE_NONE,
.depthBiasEnable = false,
.depthBiasConstantFactor = depthBiasConstant,
.depthBiasSlopeFactor = depthBiasSlope,
},
+1
View File
@@ -3,6 +3,7 @@ target_sources(Engine
AABB.h
Math.h
Matrix.h
Matrix.cpp
Transform.h
Transform.cpp
Vector.h
+32
View File
@@ -0,0 +1,32 @@
#include "Matrix.h"
using namespace Seele;
Matrix4 Seele::orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane) {
return Matrix4{
{
2.0f / (right - left),
0.0f,
0.0f,
0.0f,
},
{
0.0f,
2.0f / (top - bottom),
0.0f,
0.0f,
},
{
0.0f,
0.0f,
1.0f / (farPlane - nearPlane),
0.0f,
},
{
-(right + left) / (right - left),
-(top + bottom) / (top - bottom),
farPlane / (farPlane - nearPlane),
1.0f,
},
};
}
+2 -28
View File
@@ -1,4 +1,5 @@
#pragma once
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/mat2x2.hpp>
#include <glm/mat3x3.hpp>
#include <glm/mat4x4.hpp>
@@ -36,32 +37,5 @@ static Matrix4 perspectiveProjection(float fov, float aspect, float nearPlane, f
},
};
}
static Matrix4 orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane) {
return Matrix4{
{
2.0f / (right - left),
0.0f,
0.0f,
0.0f,
},
{
0.0f,
2.0f / (top - bottom),
0.0f,
0.0f,
},
{
0.0f,
0.0f,
-2.0f / (nearPlane - farPlane),
0.0f,
},
{
-(right + left) / (right - left),
-(top + bottom) / (top - bottom),
-(nearPlane + farPlane) / (nearPlane - farPlane),
1.0f,
},
};
}
Matrix4 orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane);
} // namespace Seele