feat: CSM 级联阴影(3 级联 × 1024²,实用分割 + 纹素对齐)

- SceneRenderer::ComputeCascades:相机视锥实用分割(λ=0.6)→ 反投影
  取切片角点 → 光空间 AABB 拟合 → 纹素对齐(消除相机移动时阴影边缘
  闪烁)→ [0,1] 深度重映射
- Shadow pass 单 pass 渲 3 个 region,每级联 push 各自光空间 VP
- Forward:UBO lightSpace[3]+cascadeSplits(视图深度选级联),Set2
  三张级联图按 binding 0/1/2 采样;vertex 输出 fragViewDepth
- 光源视锥剔除用最远级联(覆盖全阴影范围);双视锥独立剔除铁律保留
- 旧单张 2048 全场景图退役;近处级联分辨率 ~128px/unit(约 2× 提升)
- 编译零错误、validation 零警告、8 秒冒烟通过(10 pass 全活跃)
This commit is contained in:
2026-09-23 13:48:43 +08:00
parent 27b7f8785c
commit 0328d4aaeb
13 changed files with 250 additions and 141 deletions
+14 -8
View File
@@ -37,10 +37,13 @@ namespace Engine::Passes
};
textureSetLayout = descriptors.CreateLayout(texBindings);
// Set 2: shadow map(fragment 采样)
std::vector<DescriptorBinding> shadowBindings = {
{0, vk::DescriptorType::eCombinedImageSampler, vk::ShaderStageFlagBits::eFragment},
};
// Set 2: CSM 级联阴影图(fragment 采样,binding = 级联序号)
std::vector<DescriptorBinding> shadowBindings;
for (u32 c = 0; c < kMaxCascades; ++c) {
shadowBindings.push_back(
{c, vk::DescriptorType::eCombinedImageSampler,
vk::ShaderStageFlagBits::eFragment});
}
shadowSetLayout = descriptors.CreateLayout(shadowBindings);
// Forward pipeline layout:三个 set;无 push(GPUDriven 经 SSBO)
@@ -133,13 +136,16 @@ namespace Engine::Passes
vkDevice.destroyDescriptorSetLayout(shadowSetLayout);
}
void SceneGpu::BindShadowMap(RG::RenderGraph& rg, RG::TextureHandle shadowMap)
void SceneGpu::BindShadowMaps(RG::RenderGraph& rg,
const std::array<RG::TextureHandle, kMaxCascades>& maps)
{
// 物理镜像按帧槽位各一份:每个槽位的描述符绑各自的 view
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
m_Descriptors.UpdateTexture(
shadowSets[slot], 0, shadowSampler,
rg.GetPhysicalView(shadowMap, slot));
for (u32 c = 0; c < kMaxCascades; ++c) {
m_Descriptors.UpdateTexture(
shadowSets[slot], c, shadowSampler,
rg.GetPhysicalView(maps[c], slot));
}
}
}