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:
@@ -19,10 +19,11 @@ namespace Engine::Passes {
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public:
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public:
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ForwardPass(SceneGpu& gpu, FrameSceneData& frame,
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ForwardPass(SceneGpu& gpu, FrameSceneData& frame,
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RG::TextureHandle hdrColor, RG::TextureHandle velocity,
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RG::TextureHandle hdrColor, RG::TextureHandle velocity,
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RG::TextureHandle depth, RG::TextureHandle shadowMap)
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RG::TextureHandle depth,
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const std::array<RG::TextureHandle, kMaxCascades>& shadowMaps)
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: m_Gpu(gpu), m_Frame(frame),
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: m_Gpu(gpu), m_Frame(frame),
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m_HDRColor(hdrColor), m_Velocity(velocity),
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m_HDRColor(hdrColor), m_Velocity(velocity),
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m_Depth(depth), m_ShadowMap(shadowMap) {}
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m_Depth(depth), m_ShadowMaps(shadowMaps) {}
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void Register(RG::RenderGraph& rg) override;
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void Register(RG::RenderGraph& rg) override;
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@@ -32,7 +33,7 @@ namespace Engine::Passes {
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RG::TextureHandle m_HDRColor;
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RG::TextureHandle m_HDRColor;
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RG::TextureHandle m_Velocity; // TAA 运动向量(第二颜色附件)
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RG::TextureHandle m_Velocity; // TAA 运动向量(第二颜色附件)
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RG::TextureHandle m_Depth;
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RG::TextureHandle m_Depth;
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RG::TextureHandle m_ShadowMap;
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std::array<RG::TextureHandle, kMaxCascades> m_ShadowMaps;
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};
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};
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} // namespace Engine::Passes
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} // namespace Engine::Passes
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@@ -12,8 +12,10 @@
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#define HELLOVULKAN_SCENEGPU_H
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#define HELLOVULKAN_SCENEGPU_H
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#include <Engine/Core/FrameContext.h>
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#include <Engine/Core/FrameContext.h>
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#include <Engine/Renderer/SceneTypes.h>
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#include <Engine/RenderGraph/RenderGraph.h>
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#include <Engine/RenderGraph/RenderGraph.h>
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#include <vulkan/vulkan.hpp>
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#include <vulkan/vulkan.hpp>
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#include <array>
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#include <vector>
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#include <vector>
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namespace Engine {
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namespace Engine {
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@@ -39,7 +41,7 @@ namespace Engine {
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// ---- set 布局(shader 契约,改绑定必须同步 shaders/)----
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// ---- set 布局(shader 契约,改绑定必须同步 shaders/)----
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vk::DescriptorSetLayout uboSetLayout; // Set0 = {UBO, ObjectBuffer, PrevObjectBuffer}
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vk::DescriptorSetLayout uboSetLayout; // Set0 = {UBO, ObjectBuffer, PrevObjectBuffer}
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vk::DescriptorSetLayout textureSetLayout; // Set1 = {albedo}
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vk::DescriptorSetLayout textureSetLayout; // Set1 = {albedo}
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vk::DescriptorSetLayout shadowSetLayout; // Set2 = {shadow map}
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vk::DescriptorSetLayout shadowSetLayout; // Set2 = {级联 0/1/2 阴影图}
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vk::PipelineLayout forwardLayout; // 3 sets,无 push(GPUDriven 经 SSBO)
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vk::PipelineLayout forwardLayout; // 3 sets,无 push(GPUDriven 经 SSBO)
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vk::PipelineLayout shadowLayout; // Set0,push = lightVP 64B
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vk::PipelineLayout shadowLayout; // Set0,push = lightVP 64B
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@@ -55,7 +57,8 @@ namespace Engine {
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vk::ShaderEXT shadowVert{}, shadowFrag{};
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vk::ShaderEXT shadowVert{}, shadowFrag{};
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// RG 重编译后重绑阴影图(物理镜像按槽位各一份)
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// RG 重编译后重绑阴影图(物理镜像按槽位各一份)
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void BindShadowMap(RG::RenderGraph& rg, RG::TextureHandle shadowMap);
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void BindShadowMaps(RG::RenderGraph& rg,
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const std::array<RG::TextureHandle, kMaxCascades>& maps);
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private:
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private:
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Device& m_Device;
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Device& m_Device;
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@@ -1,8 +1,9 @@
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//
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//
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// Created by atdunbg on 2026/9/23.
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// Created by atdunbg on 2026/9/23.
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//
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//
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// ShadowPass:光源视角写深度。GPUDriven batch 消费光源视锥剔除结果
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// ShadowPass:CSM 级联阴影。单 pass 渲 kMaxCascades 个 region,
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// (FrameSceneData::shadowView——相机外实体仍投影子)。
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// 每级联独立光源 VP(FrameSceneData::lightSpace[c],SceneRenderer 拟合),
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// 消费光源视锥剔除结果(FrameSceneData::shadowView——相机外实体仍投影子)。
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//
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//
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#ifndef HELLOVULKAN_SHADOWPASS_H
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#ifndef HELLOVULKAN_SHADOWPASS_H
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@@ -11,13 +12,15 @@
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#include <Engine/Renderer/Passes/RenderPass.h>
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#include <Engine/Renderer/Passes/RenderPass.h>
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#include <Engine/Renderer/Passes/SceneGpu.h>
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#include <Engine/Renderer/Passes/SceneGpu.h>
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#include <Engine/Renderer/SceneTypes.h>
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#include <Engine/Renderer/SceneTypes.h>
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#include <array>
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namespace Engine::Passes {
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namespace Engine::Passes {
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class ShadowPass final : public RenderPass {
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class ShadowPass final : public RenderPass {
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public:
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public:
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ShadowPass(SceneGpu& gpu, FrameSceneData& frame, RG::TextureHandle shadowMap)
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ShadowPass(SceneGpu& gpu, FrameSceneData& frame,
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: m_Gpu(gpu), m_Frame(frame), m_ShadowMap(shadowMap) {}
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const std::array<RG::TextureHandle, kMaxCascades>& shadowMaps)
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: m_Gpu(gpu), m_Frame(frame), m_ShadowMaps(shadowMaps) {}
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void Register(RG::RenderGraph& rg) override;
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void Register(RG::RenderGraph& rg) override;
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void OnTargetsRebuilt(RG::RenderGraph& rg) override;
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void OnTargetsRebuilt(RG::RenderGraph& rg) override;
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@@ -25,7 +28,7 @@ namespace Engine::Passes {
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private:
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private:
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SceneGpu& m_Gpu;
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SceneGpu& m_Gpu;
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FrameSceneData& m_Frame;
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FrameSceneData& m_Frame;
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RG::TextureHandle m_ShadowMap;
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std::array<RG::TextureHandle, kMaxCascades> m_ShadowMaps;
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};
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};
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} // namespace Engine::Passes
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} // namespace Engine::Passes
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@@ -25,6 +25,7 @@
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#include <Engine/Renderer/SceneTypes.h>
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#include <Engine/Renderer/SceneTypes.h>
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#include <Engine/RenderGraph/RenderGraph.h>
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#include <Engine/RenderGraph/RenderGraph.h>
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#include <vulkan/vulkan.hpp>
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#include <vulkan/vulkan.hpp>
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#include <array>
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#include <vector>
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#include <vector>
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namespace Engine {
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namespace Engine {
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@@ -125,7 +126,7 @@ namespace Engine {
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// ---- RenderGraph 资源句柄 ----
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// ---- RenderGraph 资源句柄 ----
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RG::TextureHandle m_Backbuffer{};
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RG::TextureHandle m_Backbuffer{};
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RG::TextureHandle m_Depth{};
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RG::TextureHandle m_Depth{};
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RG::TextureHandle m_ShadowMap{};
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std::array<RG::TextureHandle, kMaxCascades> m_ShadowMaps{}; // CSM 级联
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RG::TextureHandle m_HDRColor{}; // Forward 输出(线性 HDR),TAA 归一
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RG::TextureHandle m_HDRColor{}; // Forward 输出(线性 HDR),TAA 归一
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RG::TextureHandle m_Velocity{}; // Forward 输出(clip 空间运动向量)
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RG::TextureHandle m_Velocity{}; // Forward 输出(clip 空间运动向量)
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RG::TextureHandle m_TAAColor{}; // TAA 累积输出(自引用历史),后处理源
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RG::TextureHandle m_TAAColor{}; // TAA 累积输出(自引用历史),后处理源
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@@ -45,9 +45,10 @@ namespace Engine {
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f32 GetCollectMs() const { return m_Frame.collectMs; }
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f32 GetCollectMs() const { return m_Frame.collectMs; }
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private:
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private:
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// 阴影光空间矩阵:光源正交投影(覆盖场景,[0,1] 深度重映射)。
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// CSM:把相机视锥按实用分割切 N 段,每段独立拟合光源正交投影
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// 写入(Shadow pass push)与采样(Forward UBO)共用同一矩阵。
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//(含纹素对齐防阴影边缘闪烁)。写入(Shadow pass push)与采样
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void ComputeLightSpace(const glm::vec3& shadowDir);
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//(Forward UBO)共用同一组矩阵。
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void ComputeCascades(const glm::vec3& shadowDir);
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FrameSceneData m_Frame;
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FrameSceneData m_Frame;
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@@ -34,7 +34,8 @@ namespace Engine {
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constexpr u32 kMaxLights = 4;
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constexpr u32 kMaxLights = 4;
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constexpr u32 kMaxInstances = 16384; // 实例 SSBO 容量(矩阵数)
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constexpr u32 kMaxInstances = 16384; // 实例 SSBO 容量(矩阵数)
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constexpr u32 kShadowMapSize = 2048; // 阴影图边长
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constexpr u32 kMaxCascades = 3; // CSM 级联数
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constexpr u32 kCascadeRes = 1024; // 每级联阴影图边长
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// 镜像 shader 侧 UBO 布局的灯光项
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// 镜像 shader 侧 UBO 布局的灯光项
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struct LightData {
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struct LightData {
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@@ -43,15 +44,16 @@ namespace Engine {
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};
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};
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// 镜像 simple_shader 的 UBO 布局(std140 语义由 shader 侧对齐)。
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// 镜像 simple_shader 的 UBO 布局(std140 语义由 shader 侧对齐)。
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// 字段只能追加在尾部(shadow.vert 共用本 set 前缀,前插会错位)。
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// 字段顺序改动必须同步 simple_shader.vert/frag(shadow.vert 只用 SSBO)。
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struct UniformBufferObject {
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struct UniformBufferObject {
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glm::mat4 view;
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glm::mat4 view;
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glm::mat4 proj; // 抖动后的投影(光栅化用)
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glm::mat4 proj; // 抖动后的投影(光栅化用)
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glm::mat4 lightSpace; // 阴影光源 VP(写入与采样共用同一矩阵)
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glm::mat4 lightSpace[kMaxCascades]; // CSM 各级联光空间 VP([0,1] 重映射)
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glm::vec4 cascadeSplits; // xyz = 级联 0..2 远边界(视图深度,正值),w 未用
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glm::vec4 ambientColor;
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glm::vec4 ambientColor;
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LightData lights[kMaxLights];
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LightData lights[kMaxLights];
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// ---- TAA(尾部追加;velocity 在 vertex 里算)----
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// ---- TAA(velocity 在 vertex 里算)----
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glm::mat4 projNoJitter; // 未抖动投影(velocity 当前帧 clip 用)
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glm::mat4 projNoJitter; // 未抖动投影(velocity 当前帧 clip 用)
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glm::mat4 prevView; // 上一帧视图(velocity)
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glm::mat4 prevView; // 上一帧视图(velocity)
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glm::mat4 prevProj; // 上一帧未抖动投影(velocity)
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glm::mat4 prevProj; // 上一帧未抖动投影(velocity)
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@@ -146,7 +146,11 @@ namespace Engine::Passes
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.Write(m_HDRColor, RG::ResourceUse::ColorAttachment)
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.Write(m_HDRColor, RG::ResourceUse::ColorAttachment)
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.Write(m_Velocity, RG::ResourceUse::ColorAttachment)
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.Write(m_Velocity, RG::ResourceUse::ColorAttachment)
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.Write(m_Depth, RG::ResourceUse::DepthAttachment)
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.Write(m_Depth, RG::ResourceUse::DepthAttachment)
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.Read(m_ShadowMap, RG::ResourceUse::ShaderRead,
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.Read(m_ShadowMaps[0], RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment)
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.Read(m_ShadowMaps[1], RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment)
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.Read(m_ShadowMaps[2], RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment);
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vk::ShaderStageFlagBits::eFragment);
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}
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}
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@@ -37,10 +37,13 @@ namespace Engine::Passes
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};
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};
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textureSetLayout = descriptors.CreateLayout(texBindings);
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textureSetLayout = descriptors.CreateLayout(texBindings);
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// Set 2: shadow map(fragment 采样)
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// Set 2: CSM 级联阴影图(fragment 采样,binding = 级联序号)
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std::vector<DescriptorBinding> shadowBindings = {
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std::vector<DescriptorBinding> shadowBindings;
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{0, vk::DescriptorType::eCombinedImageSampler, vk::ShaderStageFlagBits::eFragment},
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for (u32 c = 0; c < kMaxCascades; ++c) {
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};
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shadowBindings.push_back(
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{c, vk::DescriptorType::eCombinedImageSampler,
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vk::ShaderStageFlagBits::eFragment});
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}
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shadowSetLayout = descriptors.CreateLayout(shadowBindings);
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shadowSetLayout = descriptors.CreateLayout(shadowBindings);
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// Forward pipeline layout:三个 set;无 push(GPUDriven 经 SSBO)
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// Forward pipeline layout:三个 set;无 push(GPUDriven 经 SSBO)
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@@ -133,13 +136,16 @@ namespace Engine::Passes
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vkDevice.destroyDescriptorSetLayout(shadowSetLayout);
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vkDevice.destroyDescriptorSetLayout(shadowSetLayout);
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}
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}
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void SceneGpu::BindShadowMap(RG::RenderGraph& rg, RG::TextureHandle shadowMap)
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void SceneGpu::BindShadowMaps(RG::RenderGraph& rg,
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const std::array<RG::TextureHandle, kMaxCascades>& maps)
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{
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{
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// 物理镜像按帧槽位各一份:每个槽位的描述符绑各自的 view
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// 物理镜像按帧槽位各一份:每个槽位的描述符绑各自的 view
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for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
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for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
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m_Descriptors.UpdateTexture(
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for (u32 c = 0; c < kMaxCascades; ++c) {
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shadowSets[slot], 0, shadowSampler,
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m_Descriptors.UpdateTexture(
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rg.GetPhysicalView(shadowMap, slot));
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shadowSets[slot], c, shadowSampler,
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rg.GetPhysicalView(maps[c], slot));
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}
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}
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}
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}
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}
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@@ -12,93 +12,101 @@ namespace Engine::Passes
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{
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{
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void ShadowPass::Register(RG::RenderGraph& rg)
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void ShadowPass::Register(RG::RenderGraph& rg)
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{
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{
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// 所有渲染体都写入,不做实体级开关——castShadow 应由材质/实体
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// 所有渲染体都写入每个级联,不做实体级开关——castShadow 应由
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// 数据驱动剔除,而非 pass 逻辑特判
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// 材质/实体数据驱动剔除,而非 pass 逻辑特判。
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// (每级联独立剔除是后续优化点:shadowView 细分为 per-cascade 列表)
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rg.AddPass("Shadow", [this](RG::RenderGraphContext& ctx) {
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rg.AddPass("Shadow", [this](RG::RenderGraphContext& ctx) {
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const vk::CommandBuffer cmd = ctx.cmd;
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const vk::CommandBuffer cmd = ctx.cmd;
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vk::RenderingAttachmentInfo depthAttachment;
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for (u32 c = 0; c < kMaxCascades; ++c) {
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depthAttachment.setImageView(ctx.View(m_ShadowMap))
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vk::RenderingAttachmentInfo depthAttachment;
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.setImageLayout(vk::ImageLayout::eDepthAttachmentOptimal)
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depthAttachment.setImageView(ctx.View(m_ShadowMaps[c]))
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.setLoadOp(vk::AttachmentLoadOp::eClear)
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.setImageLayout(vk::ImageLayout::eDepthAttachmentOptimal)
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.setStoreOp(vk::AttachmentStoreOp::eStore)
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.setLoadOp(vk::AttachmentLoadOp::eClear)
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.setClearValue(vk::ClearValue(
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.setStoreOp(vk::AttachmentStoreOp::eStore)
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vk::ClearDepthStencilValue(1.0f, 0)));
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.setClearValue(vk::ClearValue(
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vk::ClearDepthStencilValue(1.0f, 0)));
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vk::RenderingInfo renderingInfo;
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vk::RenderingInfo renderingInfo;
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renderingInfo.setRenderArea({{0, 0}, {kShadowMapSize, kShadowMapSize}})
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renderingInfo.setRenderArea({{0, 0}, {kCascadeRes, kCascadeRes}})
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.setLayerCount(1)
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.setLayerCount(1)
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.setPDepthAttachment(&depthAttachment);
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.setPDepthAttachment(&depthAttachment);
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cmd.beginRendering(renderingInfo);
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cmd.beginRendering(renderingInfo);
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std::array<vk::ShaderStageFlagBits, 2> stages = {
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std::array<vk::ShaderStageFlagBits, 2> stages = {
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vk::ShaderStageFlagBits::eVertex,
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vk::ShaderStageFlagBits::eVertex,
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vk::ShaderStageFlagBits::eFragment
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vk::ShaderStageFlagBits::eFragment
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};
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};
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std::array<vk::ShaderEXT, 2> shaders = {m_Gpu.shadowVert, m_Gpu.shadowFrag};
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std::array<vk::ShaderEXT, 2> shaders = {m_Gpu.shadowVert, m_Gpu.shadowFrag};
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cmd.bindShadersEXT(stages, shaders);
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cmd.bindShadersEXT(stages, shaders);
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// ---- 动态状态(depth-only)----
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// ---- 动态状态(depth-only)----
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cmd.setRasterizerDiscardEnable(VK_FALSE);
|
cmd.setRasterizerDiscardEnable(VK_FALSE);
|
||||||
|
|
||||||
cmd.setDepthTestEnable(VK_TRUE);
|
cmd.setDepthTestEnable(VK_TRUE);
|
||||||
cmd.setDepthWriteEnable(VK_TRUE);
|
cmd.setDepthWriteEnable(VK_TRUE);
|
||||||
cmd.setDepthCompareOp(vk::CompareOp::eLess);
|
cmd.setDepthCompareOp(vk::CompareOp::eLess);
|
||||||
cmd.setDepthBoundsTestEnable(VK_FALSE);
|
cmd.setDepthBoundsTestEnable(VK_FALSE);
|
||||||
|
|
||||||
cmd.setStencilTestEnable(VK_FALSE);
|
cmd.setStencilTestEnable(VK_FALSE);
|
||||||
// 深度 bias 压平 shadow acne(NDC 量级)
|
// 深度 bias 压平 shadow acne(NDC 量级)
|
||||||
cmd.setDepthBiasEnable(VK_TRUE);
|
cmd.setDepthBiasEnable(VK_TRUE);
|
||||||
cmd.setDepthBias(0.0025f, 0.0f, 0.003f);
|
cmd.setDepthBias(0.0025f, 0.0f, 0.003f);
|
||||||
cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
|
cmd.setPolygonModeEXT(vk::PolygonMode::eFill);
|
||||||
cmd.setCullMode(vk::CullModeFlagBits::eNone);
|
cmd.setCullMode(vk::CullModeFlagBits::eNone);
|
||||||
cmd.setFrontFace(vk::FrontFace::eCounterClockwise);
|
cmd.setFrontFace(vk::FrontFace::eCounterClockwise);
|
||||||
cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
|
cmd.setPrimitiveTopology(vk::PrimitiveTopology::eTriangleList);
|
||||||
cmd.setPrimitiveRestartEnable(VK_FALSE);
|
cmd.setPrimitiveRestartEnable(VK_FALSE);
|
||||||
|
|
||||||
auto binding = Vertex::GetBindingDescription();
|
auto binding = Vertex::GetBindingDescription();
|
||||||
auto attributes = Vertex::GetAttributeDescriptions();
|
auto attributes = Vertex::GetAttributeDescriptions();
|
||||||
cmd.setVertexInputEXT(binding, attributes);
|
cmd.setVertexInputEXT(binding, attributes);
|
||||||
|
|
||||||
cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
|
cmd.setRasterizationSamplesEXT(vk::SampleCountFlagBits::e1);
|
||||||
vk::SampleMask sampleMask = 0xFFFFFFFF;
|
vk::SampleMask sampleMask = 0xFFFFFFFF;
|
||||||
cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
|
cmd.setSampleMaskEXT(vk::SampleCountFlagBits::e1, sampleMask);
|
||||||
cmd.setAlphaToCoverageEnableEXT(VK_FALSE);
|
cmd.setAlphaToCoverageEnableEXT(VK_FALSE);
|
||||||
cmd.setAlphaToOneEnableEXT(VK_FALSE);
|
cmd.setAlphaToOneEnableEXT(VK_FALSE);
|
||||||
|
|
||||||
vk::Viewport viewport(0.0f, 0.0f,
|
vk::Viewport viewport(0.0f, 0.0f,
|
||||||
static_cast<float>(kShadowMapSize),
|
static_cast<float>(kCascadeRes),
|
||||||
static_cast<float>(kShadowMapSize),
|
static_cast<float>(kCascadeRes),
|
||||||
0.0f, 1.0f);
|
0.0f, 1.0f);
|
||||||
cmd.setViewportWithCount(viewport);
|
cmd.setViewportWithCount(viewport);
|
||||||
|
|
||||||
vk::Rect2D scissor({0, 0}, {kShadowMapSize, kShadowMapSize});
|
vk::Rect2D scissor({0, 0}, {kCascadeRes, kCascadeRes});
|
||||||
cmd.setScissorWithCount(scissor);
|
cmd.setScissorWithCount(scissor);
|
||||||
|
|
||||||
// ---- 绘制:GPUDriven——与 Forward 共用实例数据,但用
|
// ---- 绘制:GPUDriven——与 Forward 共用实例数据,但用
|
||||||
// 光源视锥剔除后的 batch(相机外实体仍投影子)----
|
// 光源视锥剔除后的 batch(相机外实体仍投影子)----
|
||||||
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
|
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
|
||||||
m_Gpu.shadowLayout, 0,
|
m_Gpu.shadowLayout, 0,
|
||||||
m_Gpu.uboSets[ctx.frame.frameSlot], {});
|
m_Gpu.uboSets[ctx.frame.frameSlot], {});
|
||||||
|
|
||||||
// stage 必须覆盖 layout range 声明的全部 stage(VUID-01796)
|
// stage 必须覆盖 layout range 声明的全部 stage(VUID-01796)
|
||||||
cmd.pushConstants(m_Gpu.shadowLayout,
|
// 每级联 push 各自的光空间 VP
|
||||||
vk::ShaderStageFlagBits::eVertex |
|
cmd.pushConstants(m_Gpu.shadowLayout,
|
||||||
vk::ShaderStageFlagBits::eFragment,
|
vk::ShaderStageFlagBits::eVertex |
|
||||||
0, sizeof(glm::mat4), &m_Frame.ubo.lightSpace);
|
vk::ShaderStageFlagBits::eFragment,
|
||||||
|
0, sizeof(glm::mat4),
|
||||||
|
&m_Frame.ubo.lightSpace[c]);
|
||||||
|
|
||||||
for (const auto& batch : m_Frame.shadowView.batches) {
|
for (const auto& batch : m_Frame.shadowView.batches) {
|
||||||
batch.mesh->Draw(cmd, batch.count, batch.first);
|
batch.mesh->Draw(cmd, batch.count, batch.first);
|
||||||
|
}
|
||||||
|
|
||||||
|
cmd.endRendering();
|
||||||
}
|
}
|
||||||
|
})
|
||||||
cmd.endRendering();
|
.Write(m_ShadowMaps[0], RG::ResourceUse::DepthAttachment)
|
||||||
}).Write(m_ShadowMap, RG::ResourceUse::DepthAttachment);
|
.Write(m_ShadowMaps[1], RG::ResourceUse::DepthAttachment)
|
||||||
|
.Write(m_ShadowMaps[2], RG::ResourceUse::DepthAttachment);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShadowPass::OnTargetsRebuilt(RG::RenderGraph& rg)
|
void ShadowPass::OnTargetsRebuilt(RG::RenderGraph& rg)
|
||||||
{
|
{
|
||||||
m_Gpu.BindShadowMap(rg, m_ShadowMap);
|
m_Gpu.BindShadowMaps(rg, m_ShadowMaps);
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace Engine::Passes
|
} // namespace Engine::Passes
|
||||||
|
|||||||
@@ -183,10 +183,13 @@ namespace Engine
|
|||||||
m_Depth = m_RenderGraph->CreateTexture(
|
m_Depth = m_RenderGraph->CreateTexture(
|
||||||
"MainDepth", RG::TextureDesc{depthFormat});
|
"MainDepth", RG::TextureDesc{depthFormat});
|
||||||
|
|
||||||
// 阴影图:固定尺寸正交深度图(D32 采样)
|
// CSM 级联阴影图:每级联独立 1024² 正交深度图(D32 采样),
|
||||||
m_ShadowMap = m_RenderGraph->CreateTexture(
|
// 范围由 SceneRenderer::ComputeCascades 按相机视锥切片拟合
|
||||||
"ShadowMap",
|
for (u32 c = 0; c < kMaxCascades; ++c) {
|
||||||
RG::TextureDesc{vk::Format::eD32Sfloat, kShadowMapSize, kShadowMapSize});
|
m_ShadowMaps[c] = m_RenderGraph->CreateTexture(
|
||||||
|
"ShadowMap" + std::to_string(c),
|
||||||
|
RG::TextureDesc{vk::Format::eD32Sfloat, kCascadeRes, kCascadeRes});
|
||||||
|
}
|
||||||
|
|
||||||
// HDR 颜色图:Forward 的输出(线性光照值 + 抖动),TAA 显式完成
|
// HDR 颜色图:Forward 的输出(线性光照值 + 抖动),TAA 显式完成
|
||||||
// 时域累积后写入 TAAColor(对齐 UE/Unity 管线)
|
// 时域累积后写入 TAAColor(对齐 UE/Unity 管线)
|
||||||
@@ -222,9 +225,9 @@ namespace Engine
|
|||||||
// 要加新 pass:new 一个 RenderPass 子类,在这里 push 一行。
|
// 要加新 pass:new 一个 RenderPass 子类,在这里 push 一行。
|
||||||
FrameSceneData& frame = m_SceneRenderer->Frame();
|
FrameSceneData& frame = m_SceneRenderer->Frame();
|
||||||
m_Passes.push_back(CreateScope<Passes::ShadowPass>(
|
m_Passes.push_back(CreateScope<Passes::ShadowPass>(
|
||||||
*m_SceneGpu, frame, m_ShadowMap));
|
*m_SceneGpu, frame, m_ShadowMaps));
|
||||||
m_Passes.push_back(CreateScope<Passes::ForwardPass>(
|
m_Passes.push_back(CreateScope<Passes::ForwardPass>(
|
||||||
*m_SceneGpu, frame, m_HDRColor, m_Velocity, m_Depth, m_ShadowMap));
|
*m_SceneGpu, frame, m_HDRColor, m_Velocity, m_Depth, m_ShadowMaps));
|
||||||
m_Passes.push_back(CreateScope<Passes::TAAPass>(
|
m_Passes.push_back(CreateScope<Passes::TAAPass>(
|
||||||
*m_FullscreenGpu, /*historyAlpha*/ 0.9f, m_HDRColor, m_Velocity,
|
*m_FullscreenGpu, /*historyAlpha*/ 0.9f, m_HDRColor, m_Velocity,
|
||||||
m_TAAColor));
|
m_TAAColor));
|
||||||
|
|||||||
@@ -16,6 +16,7 @@
|
|||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
|
||||||
#include <chrono>
|
#include <chrono>
|
||||||
|
#include <limits>
|
||||||
|
|
||||||
namespace Engine
|
namespace Engine
|
||||||
{
|
{
|
||||||
@@ -23,11 +24,11 @@ namespace Engine
|
|||||||
|
|
||||||
namespace
|
namespace
|
||||||
{
|
{
|
||||||
// 光源正交包围盒(覆盖当前场景;后续按场景 AABB 自适应)
|
// 相机裁剪范围(与 BuildFrame 中 GetProjection 的参数一致)
|
||||||
constexpr f32 kLightOrthoExtent = 15.0f;
|
constexpr f32 kCameraNear = 0.1f;
|
||||||
constexpr f32 kLightDistance = 30.0f;
|
constexpr f32 kCameraFar = 100.0f;
|
||||||
constexpr f32 kLightNear = 1.0f;
|
// 实用分割插值因子(0=均匀,1=对数;0.6 是业界常用值)
|
||||||
constexpr f32 kLightFar = 80.0f;
|
constexpr f32 kCascadeLambda = 0.6f;
|
||||||
|
|
||||||
// Halton 低差异序列(TAA 子像素抖动)
|
// Halton 低差异序列(TAA 子像素抖动)
|
||||||
f32 Halton(u32 index, u32 base)
|
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
|
constexpr u32 N = kMaxCascades;
|
||||||
const glm::vec3 lightPos = -shadowDir * kLightDistance;
|
|
||||||
// up 与视线平行时叉积退化(NaN),切换 up
|
// ---- 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
|
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);
|
? 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(
|
for (u32 c = 0; c < N; ++c) {
|
||||||
-kLightOrthoExtent, kLightOrthoExtent,
|
const f32 d0 = (c == 0) ? kCameraNear : splits[c - 1];
|
||||||
-kLightOrthoExtent, kLightOrthoExtent,
|
const f32 d1 = splits[c];
|
||||||
kLightNear, kLightFar);
|
const f32 t0 = (d0 - kCameraNear) / (kCameraFar - kCameraNear);
|
||||||
// Vulkan clip 深度 [0,1]:z' = 0.5*z + 0.5*w。
|
const f32 t1 = (d1 - kCameraNear) / (kCameraFar - kCameraNear);
|
||||||
// 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;
|
|
||||||
|
|
||||||
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,
|
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].direction = glm::vec4(0.0f);
|
||||||
ubo.lights[i].color = 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 ----
|
// ---- 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:
|
// 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;
|
bool instanceTruncated = false;
|
||||||
|
|
||||||
// 剔除平面提取按 [0,1] 深度约定——相机 proj 与 lightSpace 都已
|
// 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 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>(
|
scene.Each<TransformComponent, MeshRendererComponent>(
|
||||||
[&](Entity entity, TransformComponent& t, MeshRendererComponent& mr) {
|
[&](Entity entity, TransformComponent& t, MeshRendererComponent& mr) {
|
||||||
|
|||||||
+30
-11
@@ -10,7 +10,7 @@ struct Light {
|
|||||||
layout(location = 0) in vec2 fragUV;
|
layout(location = 0) in vec2 fragUV;
|
||||||
layout(location = 1) in vec3 fragNormal;
|
layout(location = 1) in vec3 fragNormal;
|
||||||
layout(location = 2) in vec3 fragWorldPos;
|
layout(location = 2) in vec3 fragWorldPos;
|
||||||
layout(location = 3) in vec3 fragLightSpacePos;
|
layout(location = 3) in float fragViewDepth;
|
||||||
layout(location = 4) in vec2 fragVelocity;
|
layout(location = 4) in vec2 fragVelocity;
|
||||||
|
|
||||||
layout(location = 0) out vec4 outColor;
|
layout(location = 0) out vec4 outColor;
|
||||||
@@ -19,26 +19,45 @@ layout(location = 1) out vec2 outVelocity; // TAA velocity 附件
|
|||||||
layout(set = 0, binding = 0) uniform UniformBufferObject {
|
layout(set = 0, binding = 0) uniform UniformBufferObject {
|
||||||
mat4 view;
|
mat4 view;
|
||||||
mat4 proj;
|
mat4 proj;
|
||||||
mat4 lightSpace;
|
mat4 lightSpace[3]; // CSM 各级联光空间 VP
|
||||||
|
vec4 cascadeSplits; // xyz = 级联 0..2 远边界(视图深度)
|
||||||
vec4 ambientColor;
|
vec4 ambientColor;
|
||||||
Light lights[MAX_LIGHTS];
|
Light lights[MAX_LIGHTS];
|
||||||
|
mat4 projNoJitter;
|
||||||
|
mat4 prevView;
|
||||||
|
mat4 prevProj;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
layout(set = 1, binding = 0) uniform sampler2D texSampler;
|
layout(set = 1, binding = 0) uniform sampler2D texSampler;
|
||||||
layout(set = 2, binding = 0) uniform sampler2D shadowMap;
|
layout(set = 2, binding = 0) uniform sampler2D shadowMap0; // CSM 级联 0(最近)
|
||||||
|
layout(set = 2, binding = 1) uniform sampler2D shadowMap1; // 级联 1
|
||||||
|
layout(set = 2, binding = 2) uniform sampler2D shadowMap2; // 级联 2(最远)
|
||||||
|
|
||||||
// 第 0 盏灯(KeyLight)的阴影因子:0.3 影中 / 1.0 受光。
|
// 第 0 盏灯(KeyLight)的 CSM 阴影因子:0.3 影中 / 1.0 受光。
|
||||||
// 采样器为 clamp-to-border 白色:光视锥外自动 1.0(无阴影)。
|
// 级联按视图深度选择;采样器均 clamp-to-border 白色:
|
||||||
float ShadowFactor(vec3 N) {
|
// 光视锥外自动 1.0(无阴影),省出界分支。
|
||||||
// NDC [-1,1] → UV [0,1](ortho 的 w=1,无需透视除法)
|
float ShadowFactor(vec3 N, float viewDepth) {
|
||||||
vec2 uv = fragLightSpacePos.xy * 0.5 + 0.5;
|
// 级联选择:第一个 viewDepth < split 的级联
|
||||||
float closest = texture(shadowMap, uv).r;
|
int cascade = 2;
|
||||||
|
for (int i = 0; i < 3; ++i) {
|
||||||
|
if (viewDepth < ubo.cascadeSplits[i]) { cascade = i; break; }
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 ls = ubo.lightSpace[cascade] * vec4(fragWorldPos, 1.0);
|
||||||
|
vec3 proj = ls.xyz / ls.w;
|
||||||
|
// NDC [-1,1] → UV [0,1](ortho 的 w=1)
|
||||||
|
vec2 uv = proj.xy * 0.5 + 0.5;
|
||||||
|
|
||||||
|
float closest;
|
||||||
|
if (cascade == 0) closest = texture(shadowMap0, uv).r;
|
||||||
|
else if (cascade == 1) closest = texture(shadowMap1, uv).r;
|
||||||
|
else closest = texture(shadowMap2, uv).r;
|
||||||
|
|
||||||
// 斜率缩放 bias:掠射面用更大的 bias 压 acne
|
// 斜率缩放 bias:掠射面用更大的 bias 压 acne
|
||||||
vec3 L = normalize(-ubo.lights[0].direction.xyz);
|
vec3 L = normalize(-ubo.lights[0].direction.xyz);
|
||||||
float bias = max(0.004 * (1.0 - dot(N, L)), 0.0012);
|
float bias = max(0.004 * (1.0 - dot(N, L)), 0.0012);
|
||||||
|
|
||||||
return (fragLightSpacePos.z - bias > closest) ? 0.3 : 1.0;
|
return (proj.z - bias > closest) ? 0.3 : 1.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
@@ -50,7 +69,7 @@ void main() {
|
|||||||
for (int i = 0; i < MAX_LIGHTS; ++i) {
|
for (int i = 0; i < MAX_LIGHTS; ++i) {
|
||||||
vec3 L = normalize(-ubo.lights[i].direction.xyz);
|
vec3 L = normalize(-ubo.lights[i].direction.xyz);
|
||||||
float diff = max(dot(N, L), 0.0);
|
float diff = max(dot(N, L), 0.0);
|
||||||
float shade = (i == 0) ? ShadowFactor(N) : 1.0;
|
float shade = (i == 0) ? ShadowFactor(N, fragViewDepth) : 1.0;
|
||||||
result += ubo.lights[i].color.rgb * ubo.lights[i].color.a * diff * albedo * shade;
|
result += ubo.lights[i].color.rgb * ubo.lights[i].color.a * diff * albedo * shade;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -14,8 +14,8 @@ layout(location = 2) in vec2 inUV;
|
|||||||
layout(location = 0) out vec2 fragUV;
|
layout(location = 0) out vec2 fragUV;
|
||||||
layout(location = 1) out vec3 fragNormal;
|
layout(location = 1) out vec3 fragNormal;
|
||||||
layout(location = 2) out vec3 fragWorldPos;
|
layout(location = 2) out vec3 fragWorldPos;
|
||||||
layout(location = 3) out vec3 fragLightSpacePos;
|
layout(location = 3) out float fragViewDepth; // CSM:视图深度(级联选择)
|
||||||
layout(location = 4) out vec2 fragVelocity; // TAA:clip 空间运动向量
|
layout(location = 4) out vec2 fragVelocity; // TAA:clip 空间运动向量
|
||||||
|
|
||||||
// GPUDriven:模型矩阵从实例缓冲按实例索引取。
|
// GPUDriven:模型矩阵从实例缓冲按实例索引取。
|
||||||
// 同一 mesh 的 N 个实体 = 1 次 drawIndexed(instanceCount=N),
|
// 同一 mesh 的 N 个实体 = 1 次 drawIndexed(instanceCount=N),
|
||||||
@@ -31,12 +31,13 @@ layout(std430, set = 0, binding = 2) readonly buffer PrevObjectBuffer {
|
|||||||
|
|
||||||
layout(set = 0, binding = 0) uniform UniformBufferObject {
|
layout(set = 0, binding = 0) uniform UniformBufferObject {
|
||||||
mat4 view;
|
mat4 view;
|
||||||
mat4 proj; // 抖动后(光栅化)
|
mat4 proj;
|
||||||
mat4 lightSpace;
|
mat4 lightSpace[3]; // CSM 各级联光空间 VP
|
||||||
|
vec4 cascadeSplits; // xyz = 级联 0..2 远边界(视图深度)
|
||||||
vec4 ambientColor;
|
vec4 ambientColor;
|
||||||
Light lights[MAX_LIGHTS];
|
Light lights[MAX_LIGHTS];
|
||||||
mat4 projNoJitter; // 未抖动(velocity 当前帧)
|
mat4 projNoJitter;
|
||||||
mat4 prevView; // velocity 上一帧
|
mat4 prevView;
|
||||||
mat4 prevProj;
|
mat4 prevProj;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
@@ -54,8 +55,8 @@ void main() {
|
|||||||
fragVelocity = (currClip.xy / currClip.w - prevClip.xy / prevClip.w) * 0.5;
|
fragVelocity = (currClip.xy / currClip.w - prevClip.xy / prevClip.w) * 0.5;
|
||||||
|
|
||||||
fragWorldPos = worldPos.xyz;
|
fragWorldPos = worldPos.xyz;
|
||||||
// 光空间坐标(含 Vulkan [0,1] 深度重映射,与 shadow pass 写入端共用同一矩阵)
|
// CSM:视图深度(正值,与 cascadeSplits 同尺度)
|
||||||
fragLightSpacePos = (ubo.lightSpace * worldPos).xyz;
|
fragViewDepth = -(ubo.view * worldPos).z;
|
||||||
|
|
||||||
mat3 normalMatrix = mat3(transpose(inverse(model)));
|
mat3 normalMatrix = mat3(transpose(inverse(model)));
|
||||||
fragNormal = normalize(normalMatrix * inNormal);
|
fragNormal = normalize(normalMatrix * inNormal);
|
||||||
|
|||||||
Reference in New Issue
Block a user