Files
HelloVulkan/Engine/include/Engine/Renderer/Model.h
T
atdunbg b86ca460de fix: 阴影光源位置计算反向 + lookAt 垂直光退化——影子可见
根因1(致命):光源位置写成 lightDir*30。lightDir 是光的传播方向
(指向场景),乘 30 后光源跑到场景下方——从地面下方向上打光,
地面永远是光线第一个交点,物体永远不可能遮挡地面,影子恒不存在。
修复:光源位置 = -lightDir * 30(逆传播方向退回)。

根因2:垂直光(direction≈(0,-1,0))时 lookAt 的 up=(0,1,0) 与视线
平行,叉积为零 → 矩阵 NaN → shadow map 全垃圾。修复:|dir.y|>0.99
时改用 (0,0,1) 作为 up。

场景:地面 quad(Model::CreatePlane 程序化构造,AssetManager 缓存)
+ 主光调平让影子落在相机视野内。已截图验证影子可见。
2026-09-22 15:08:08 +08:00

75 lines
2.1 KiB
C++

//
// Created by atdunbg on 2026/9/21.
//
#ifndef HELLOVULKAN_MODEL_H
#define HELLOVULKAN_MODEL_H
#pragma once
#include <Engine/Core/Types.h>
#include <Engine/Renderer/Mesh.h>
#include <vulkan/vulkan.hpp>
#include <string>
#include <unordered_map>
#include <vector>
struct aiNode;
struct aiMesh;
struct aiScene;
namespace Engine
{
class Device;
class MemoryAllocator;
class DescriptorManager;
class Texture;
class Model
{
public:
Model(Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptorManager,
vk::DescriptorSetLayout textureLayout,
const std::string& path);
// 程序化构造:单 quad 平面(XZ 平面朝上),不经过 assimp
static Scope<Model> CreatePlane(Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptorManager,
vk::DescriptorSetLayout textureLayout,
f32 size, const std::string& texturePath);
~Model();
Model(const Model&) = delete;
Model& operator=(const Model&) = delete;
const std::vector<Scope<Mesh>>& GetMeshes() const { return m_Meshes; }
private:
struct ProceduralTag {};
Model(ProceduralTag, Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptorManager,
vk::DescriptorSetLayout textureLayout);
void LoadModel(const std::string& path);
void ProcessNode(aiNode* node, const aiScene* scene);
Scope<Mesh> ProcessMesh(aiMesh* mesh, const aiScene* scene);
Texture* GetOrLoadTexture(const std::string& path);
Device& m_Device;
MemoryAllocator& m_Allocator;
DescriptorManager& m_DescriptorManager;
vk::DescriptorSetLayout m_TextureLayout;
std::vector<Scope<Mesh>> m_Meshes;
std::string m_ModelPath;
// 纹理缓存:同一路径只加载一次
std::unordered_map<std::string, Scope<Texture>> m_TextureCache;
Scope<Texture> m_DefaultTexture;
};
} // namespace Engine
#endif //HELLOVULKAN_MODEL_H