阴影(本修正的核心根因):
- Shadow pass 光源正交写深度(2048 D32),Forward 采样比较;
写入与采样共用同一 lightSpace 矩阵,杜绝姿态/镜像不一致
- 修复:push constant range 64B→128B(原 Shadow pass 推 {lightVP,model}
超出 layout 声明范围 = UB,阴影中模型矩阵读到垃圾导致旋转错乱)
- 修复:ShadowFactor 缺少 NDC→UV 映射(*0.5+0.5),采样区域整体错位
- 修复:RG ShaderRead stage 位值直转(eFragment=0x10 在 PipelineStage2
是 TESSELLATION_CONTROL),改为逐位显式映射
- Camera perspective 深度重映射到 Vulkan [0,1](公式与 ortho 不同:
M22=M22*0.5-0.5, M32*=0.5);光源 ortho remap 用 M32=M32*0.5+0.5
引擎配套:
- TransformComponent 重构为 position/rotation/scale + Compose()
- Texture::CreateSolidColor / Model::CreatePlane 程序化资产
(两段式上传公共路径),AssetManager.CreatePlane 带缓存入口
- RG 新增 GetPhysicalView(h, slot):按帧槽位把 RG 资源绑进外部描述符
(阴影图 per-slot 物理镜像各自绑定)
验证:validation 0 error 0 warning,阴影随实体旋转正确
43 lines
1.1 KiB
GLSL
43 lines
1.1 KiB
GLSL
#version 450
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const int MAX_LIGHTS = 4;
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struct Light {
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vec4 direction;
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vec4 color;
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};
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inUV;
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layout(location = 0) out vec2 fragUV;
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layout(location = 1) out vec3 fragNormal;
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layout(location = 2) out vec3 fragWorldPos;
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layout(location = 3) out vec3 fragLightSpacePos;
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layout(push_constant) uniform PushConstants {
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mat4 model;
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} pc;
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layout(set = 0, binding = 0) uniform UniformBufferObject {
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mat4 view;
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mat4 proj;
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mat4 lightSpace;
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vec4 ambientColor;
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Light lights[MAX_LIGHTS];
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} ubo;
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void main() {
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vec4 worldPos = pc.model * vec4(inPosition, 1.0);
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gl_Position = ubo.proj * ubo.view * worldPos;
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fragWorldPos = worldPos.xyz;
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// 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)
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fragLightSpacePos = (ubo.lightSpace * worldPos).xyz;
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mat3 normalMatrix = mat3(transpose(inverse(pc.model)));
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fragNormal = normalize(normalMatrix * inNormal);
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fragUV = inUV;
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} |