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:
@@ -16,6 +16,7 @@
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <chrono>
|
||||
#include <limits>
|
||||
|
||||
namespace Engine
|
||||
{
|
||||
@@ -23,11 +24,11 @@ namespace Engine
|
||||
|
||||
namespace
|
||||
{
|
||||
// 光源正交包围盒(覆盖当前场景;后续按场景 AABB 自适应)
|
||||
constexpr f32 kLightOrthoExtent = 15.0f;
|
||||
constexpr f32 kLightDistance = 30.0f;
|
||||
constexpr f32 kLightNear = 1.0f;
|
||||
constexpr f32 kLightFar = 80.0f;
|
||||
// 相机裁剪范围(与 BuildFrame 中 GetProjection 的参数一致)
|
||||
constexpr f32 kCameraNear = 0.1f;
|
||||
constexpr f32 kCameraFar = 100.0f;
|
||||
// 实用分割插值因子(0=均匀,1=对数;0.6 是业界常用值)
|
||||
constexpr f32 kCascadeLambda = 0.6f;
|
||||
|
||||
// Halton 低差异序列(TAA 子像素抖动)
|
||||
f32 Halton(u32 index, u32 base)
|
||||
@@ -42,26 +43,80 @@ namespace Engine
|
||||
}
|
||||
}
|
||||
|
||||
void SceneRenderer::ComputeLightSpace(const glm::vec3& shadowDir)
|
||||
void SceneRenderer::ComputeCascades(const glm::vec3& shadowDir)
|
||||
{
|
||||
// 光源位置在光方向的反方向远处,看向场景中心
|
||||
const glm::vec3 lightPos = -shadowDir * kLightDistance;
|
||||
// up 与视线平行时叉积退化(NaN),切换 up
|
||||
constexpr u32 N = kMaxCascades;
|
||||
|
||||
// ---- 1. 实用分割:均匀与对数分割按 λ 插值(视图深度,正值)----
|
||||
f32 splits[N];
|
||||
for (u32 i = 1; i <= N; ++i) {
|
||||
const f32 t = static_cast<f32>(i) / N;
|
||||
const f32 uniform = kCameraNear + (kCameraFar - kCameraNear) * t;
|
||||
const f32 log = kCameraNear * glm::pow(kCameraFar / kCameraNear, t);
|
||||
splits[i - 1] = glm::mix(uniform, log, kCascadeLambda);
|
||||
}
|
||||
for (u32 c = 0; c < N; ++c) {
|
||||
m_Frame.ubo.cascadeSplits[c] = splits[c];
|
||||
}
|
||||
|
||||
// ---- 2. 全视锥 8 角反投影到世界(NDC z: 0=近 1=远,Vulkan [0,1])----
|
||||
const glm::mat4 invVP = glm::inverse(m_Frame.ubo.projNoJitter * m_Frame.ubo.view);
|
||||
glm::vec3 nearC[4], farC[4];
|
||||
const glm::vec2 ndcXY[4] = {{-1,-1},{1,-1},{-1,1},{1,1}};
|
||||
for (u32 i = 0; i < 4; ++i) {
|
||||
glm::vec4 p = invVP * glm::vec4(ndcXY[i], 0.0f, 1.0f);
|
||||
nearC[i] = glm::vec3(p / p.w);
|
||||
p = invVP * glm::vec4(ndcXY[i], 1.0f, 1.0f);
|
||||
farC[i] = glm::vec3(p / p.w);
|
||||
}
|
||||
|
||||
// ---- 3. 每级联:切片角点 → 光空间 AABB 拟合 → 纹素对齐 ----
|
||||
const glm::vec3 up = glm::abs(shadowDir.y) > 0.999f
|
||||
? glm::vec3(0.0f, 0.0f, 1.0f) : glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
const glm::mat4 lightView = glm::lookAt(
|
||||
lightPos, glm::vec3(0.0f), up);
|
||||
|
||||
glm::mat4 lightProj = glm::ortho(
|
||||
-kLightOrthoExtent, kLightOrthoExtent,
|
||||
-kLightOrthoExtent, kLightOrthoExtent,
|
||||
kLightNear, kLightFar);
|
||||
// Vulkan clip 深度 [0,1]:z' = 0.5*z + 0.5*w。
|
||||
// ortho 的 w_clip = 1,偏移折算进 z 的平移分量(与 perspective 公式不同!)
|
||||
lightProj[2][2] *= 0.5f;
|
||||
lightProj[3][2] = lightProj[3][2] * 0.5f + 0.5f;
|
||||
for (u32 c = 0; c < N; ++c) {
|
||||
const f32 d0 = (c == 0) ? kCameraNear : splits[c - 1];
|
||||
const f32 d1 = splits[c];
|
||||
const f32 t0 = (d0 - kCameraNear) / (kCameraFar - kCameraNear);
|
||||
const f32 t1 = (d1 - kCameraNear) / (kCameraFar - kCameraNear);
|
||||
|
||||
m_Frame.ubo.lightSpace = lightProj * lightView;
|
||||
glm::vec3 slice[8];
|
||||
for (u32 i = 0; i < 4; ++i) {
|
||||
slice[i] = glm::mix(nearC[i], farC[i], t0);
|
||||
slice[4 + i] = glm::mix(nearC[i], farC[i], t1);
|
||||
}
|
||||
|
||||
// 光视图:位于切片中心,沿光方向看
|
||||
glm::vec3 center(0.0f);
|
||||
for (const auto& p : slice) center += p;
|
||||
center *= (1.0f / 8.0f);
|
||||
const glm::mat4 lightView = glm::lookAt(center, center + shadowDir, up);
|
||||
|
||||
glm::vec3 mn( std::numeric_limits<f32>::max());
|
||||
glm::vec3 mx( std::numeric_limits<f32>::lowest());
|
||||
for (const auto& p : slice) {
|
||||
const glm::vec3 lv = glm::vec3(lightView * glm::vec4(p, 1.0f));
|
||||
mn = glm::min(mn, lv);
|
||||
mx = glm::max(mx, lv);
|
||||
}
|
||||
|
||||
// 纹素对齐:X/Y 边界量化到纹素网格(消除相机移动时的阴影边缘闪烁)
|
||||
const f32 texelX = (mx.x - mn.x) / static_cast<f32>(kCascadeRes);
|
||||
const f32 texelY = (mx.y - mn.y) / static_cast<f32>(kCascadeRes);
|
||||
mn.x = glm::floor(mn.x / texelX) * texelX;
|
||||
mn.y = glm::floor(mn.y / texelY) * texelY;
|
||||
mx.x = mn.x + glm::ceil((mx.x - mn.x) / texelX) * texelX;
|
||||
mx.y = mn.y + glm::ceil((mx.y - mn.y) / texelY) * texelY;
|
||||
|
||||
// 光视图空间里 z 为负(看向 -Z);近远距离取正
|
||||
glm::mat4 lightProj = glm::ortho(mn.x, mx.x, mn.y, mx.y,
|
||||
-mx.z, -mn.z);
|
||||
// Vulkan clip 深度 [0,1](ortho 的 w_clip=1,偏移折进 z 平移分量)
|
||||
lightProj[2][2] *= 0.5f;
|
||||
lightProj[3][2] = lightProj[3][2] * 0.5f + 0.5f;
|
||||
|
||||
m_Frame.ubo.lightSpace[c] = lightProj * lightView;
|
||||
}
|
||||
}
|
||||
|
||||
bool SceneRenderer::BuildFrame(ECS::Scene& scene, Assets::AssetManager& assets,
|
||||
@@ -121,7 +176,7 @@ namespace Engine
|
||||
ubo.lights[i].direction = glm::vec4(0.0f);
|
||||
ubo.lights[i].color = glm::vec4(0.0f);
|
||||
}
|
||||
ComputeLightSpace(shadowDir);
|
||||
ComputeCascades(shadowDir);
|
||||
|
||||
// ---- 3. GPUDriven:单趟收集 + 双视图剔除 ----
|
||||
// 每个实例对相机视锥、光源视锥分别做包围球测试:
|
||||
@@ -140,9 +195,11 @@ namespace Engine
|
||||
bool instanceTruncated = false;
|
||||
|
||||
// 剔除平面提取按 [0,1] 深度约定——相机 proj 与 lightSpace 都已
|
||||
// 做 [0,1] 重映射;原始 [-1,1] 矩阵的 near 平面公式不同,勿用
|
||||
// 做 [0,1] 重映射;原始 [-1,1] 矩阵的 near 平面公式不同,勿用。
|
||||
// 光源视锥用最远级联(覆盖全阴影范围)
|
||||
const Frustum mainFrustum = Frustum::FromMatrix(ubo.proj * ubo.view);
|
||||
const Frustum shadowFrustum = Frustum::FromMatrix(ubo.lightSpace);
|
||||
const Frustum shadowFrustum =
|
||||
Frustum::FromMatrix(ubo.lightSpace[kMaxCascades - 1]);
|
||||
|
||||
scene.Each<TransformComponent, MeshRendererComponent>(
|
||||
[&](Entity entity, TransformComponent& t, MeshRendererComponent& mr) {
|
||||
|
||||
Reference in New Issue
Block a user