From 1dde76434233e91221860ee1356c3bd12f1ce449 Mon Sep 17 00:00:00 2001 From: emil28092005 Date: Thu, 18 Jun 2026 19:53:45 +0300 Subject: [PATCH] =?UTF-8?q?fix:=20move=20light=20data=20from=20UBO=20to=20?= =?UTF-8?q?push=20constants=20=E2=80=94=20fixes=20std140=20layout=20issue?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Root cause: GLSL std140 layout adds padding after mat4 for vec4 fields, causing light data to be read at wrong offsets → NaN/artifacts. Fix: - UBO back to 64 bytes (mat4 vp only) - Light data (pos + color, 32 bytes) sent via push constants at offset 64 - Two push constant ranges: Vertex (0-64, model) + Fragment (64-96, light) - Both vertex and fragment shaders read from same push_constant block - PBR shader fully restored with Cook-Torrance BRDF - Dynamic point light follows physics ball --- .../Shaders/triangle.frag | 91 ++++++++++++++++-- .../Shaders/triangle.frag.spv | Bin 2004 -> 8700 bytes .../Shaders/triangle.vert | 5 +- .../Shaders/triangle.vert.spv | Bin 2184 -> 2368 bytes .../VulkanFrameResources.cs | 2 +- src/Engine.Graphics.Vulkan/VulkanPipeline.cs | 15 ++- src/Engine.Graphics.Vulkan/VulkanRenderer.cs | 21 ++-- 7 files changed, 110 insertions(+), 24 deletions(-) diff --git a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag index 58ea62f..164e00c 100644 --- a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag +++ b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag @@ -10,22 +10,97 @@ layout(set = 0, binding = 0) uniform CameraUBO { mat4 vp; }; +layout(push_constant) uniform PC { + mat4 model; + vec4 lightPos; + vec4 lightColor; +} pc; + +const vec3 AMBIENT = vec3(0.01, 0.01, 0.02); +const float PI = 3.14159265359; + +float distributionGGX(vec3 N, vec3 H, float roughness) +{ + float a = roughness * roughness; + float a2 = a * a; + float NdotH = max(dot(N, H), 0.0); + float NdotH2 = NdotH * NdotH; + float num = a2; + float denom = NdotH2 * (a2 - 1.0) + 1.0; + denom = PI * denom * denom; + return num / denom; +} + +float geometrySchlickGGX(float NdotV, float roughness) +{ + float r = roughness + 1.0; + float k = (r * r) / 8.0; + return NdotV / (NdotV * (1.0 - k) + k); +} + +float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) +{ + float NdotV = max(dot(N, V), 0.0); + float NdotL = max(dot(N, L), 0.0); + return geometrySchlickGGX(NdotV, roughness) * geometrySchlickGGX(NdotL, roughness); +} + +vec3 fresnelSchlick(float cosTheta, vec3 F0) +{ + return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); +} + +vec3 acesTonemap(vec3 color) +{ + float a = 2.51; + float b = 0.03; + float c = 2.43; + float d = 0.59; + float e = 0.14; + return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0); +} + void main() { vec3 N = normalize(fragNormal); - - // Hardcoded light at (0, 10, 0) — test if lighting works at all - vec3 lightPos = vec3(0.0, 10.0, 0.0); + vec3 V = normalize(-fragWorldPos); + vec3 albedo = fragAlbedo; + float roughness = 0.5; + float metallic = 0.1; + + vec3 color = AMBIENT * albedo; + + vec3 lightPos = pc.lightPos.xyz; + float lightIntensity = pc.lightPos.w; + vec3 lightColor = pc.lightColor.xyz; + float lightRange = pc.lightColor.w; + vec3 toLight = lightPos - fragWorldPos; float dist = length(toLight); - vec3 L = normalize(toLight); + vec3 L = toLight / max(dist, 0.001); + + float attenuation = pow(clamp(1.0 - dist / max(lightRange, 0.001), 0.0, 1.0), 2.0); + vec3 radiance = lightColor * lightIntensity * attenuation; + + vec3 H = normalize(V + L); + vec3 F0 = mix(vec3(0.04), albedo, metallic); + + float NDF = distributionGGX(N, H, roughness); + float G = geometrySmith(N, V, L, roughness); + vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); + + vec3 numerator = NDF * G * F; + float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; + vec3 specular = numerator / denominator; + + vec3 kS = F; + vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic); float NdotL = max(dot(N, L), 0.0); - float atten = 1.0 / (1.0 + dist * dist * 0.05); - float intensity = 30.0; + color += (kD * albedo / PI + specular) * radiance * NdotL; - vec3 color = fragAlbedo * vec3(1.0, 0.9, 0.7) * NdotL * intensity * atten; - color += fragAlbedo * 0.02; + color = acesTonemap(color); + color = pow(color, vec3(1.0 / 2.2)); outColor = vec4(color, 1.0); } diff --git a/src/Engine.Graphics.Vulkan/Shaders/triangle.frag.spv b/src/Engine.Graphics.Vulkan/Shaders/triangle.frag.spv index 886d5617694ad5409a0e7cafc90e35c3553bbd89..bd86092540bc3a183b6a1c22dd9bc320ef274ed4 100644 GIT binary patch literal 8700 zcmZ9Q34B~t6~=EmGwDLXmvk>kk!dnbW0RShOwfu8PznVV zTyWp;2cmUB5fMeiTGWbyiW@4ZC@#3KD5!wn|IPiR-3fVYd5c*(Nk`lF?-H=1PlwAB#xNjVQ|Q*#k%qxMI3j? zJ}Ud9Y^#DsC?3BC63Qrh2uG#oq^A4jlxvuLZ5=)3?v7o(<&ILZxp~LgSL~j(5ZgU- zq55PruMpPDz(dupPH--qsJ6S*+rFn*=;=wc!C|!8_Cl$vQ10HpxphxxN9$fvDizr( za~P?1eOsx#E#bK^N^So= z)>2}7C3Uz{ZN76?p{)eZC3~K@r77($#q@vQxp22MZOVM7cBEjE>mIeo-%~DpLAyi9mNTFdgFFEf{5(a=?DD^RCe{fECsmhNYr?=I1oS2hD{JR)tMW{^|gWA?8p zmJ7w6j`IG>njW#<*Dn{oYi(1$*sg-Ie|{jXTw2SF6aHgyzGXGynec?#%6rd+r-bum z4bz+FGnYRX{wS?G-`0^Yw(^RSK7UtR*^imja45t_*8N7&6M$&Hzn+<3(S{@KR$fT67!9TKP)xB zGU2!O`L7Xw?6$f-ey#Y;N1thO{B`1!4xZBIKP0|r$hf}oZWNz#>F~wW=0n0YGS;y$ z@;jnt&i*6Doc#y)c%K&5)0h7tvog{AlF#e^8iM@)7@a zwRJKc)&hS>=6&`JVd9x5e)4@w#vb+Be=b}abzp({@5S{jF@IJ>wOQm^JSUE3b6g#h z4p;T{n<_r;-bd%V-yHEKMcCYLqx5s{dwQ|sHi@IzSoaoj*2KE08=UVPZKD3>o2Ayo zUMkG`(1?Zey`s(4d!gkW@zDQSDVzty@=e?>^In4=uHxM9_ETH#@-*ijH>W>$c$#yE zo74YTiWAS>n)Y+An&anAHK#v!syY5AQXKzNDUP2zH671=n&#Z8=JbCd#p(ZI6|Yfk z)A8J`Y0lkhPJiy#H0ORzbM9Aj#^-)Dr$6_rIezX~bNt+~Y0e#MPCWOkIq}@BY0kZx z=G?93^k10b^yhxXzexLs_QNvHr=jue_=vDV!b%yw#oBf3F?9F&m@sG9>tc?N3!^#5 zCxo2?A2|-IMR$%*33Kk@V~@hY>`%@=Fng1;&wV~GOzc5@0nGhA8D||j@$6l+rSd`UTHFO^4%{NCr_CEflstsq;H)Tg;VLa(M@O|O;9KI)fL`J^!9KJ7(k2&xS!dFHfYQLcUPDYNYGW;`T#CVK92;-k1BbNJ#xpJ=IbAA3K%)9km|15k= zc2ivIUxbN4cg$af$>W&62@{9T7@U=89^)Uvhg1BY!qn{QIL0%=#Gw1z{g*KFUn#>+ zUd~)}=lzfHosmseq8M$Z3o|BP>SjONS$L}!+ygm9j!{PP~ z5N1yF<2;AsV=h_YyP}V?9p0$X@#TbvsU;u%@RNf(1E2E`686}f|8V<;2vbw~aTmbt z8!AkF@o_J}J+EQHo)>onyfN;n;lk_}#v&(ui6Ia75q^&`Qkb=yj}m7-x5Pa=TAUbk z@5z&d^(Xn(@Xr(`H+K;}=Nc!>d%(xN1aDO3cz5H4C#j_mK4Q4r(7nb9!qn3I6mjOy zc}@LK6($DVW1c2V9`EUi!f3=Y2KOPFH01bPuF*`I5Ft1?*+p8lhhZ#_b|V2@HzJq zVa79GD$H5s-weydi9vTQm!m1h=31_hPCS0+TPaLUeTJ?QCJx;(&BC0;9&@!gap=VG zKGz5{ch~GfVdBu8=OW>I6zj3pilY%rUGbqge!VanzIDRz#(36m5N?nU-F?yAw?&w~ z)SK^pv$*~w=Muh6GWWyhe%plUw=wSP?c!)W)^4gcH)@CG`1!)j z7aw(m+qXcNc=LtA#QMxxB#g%X@OX=b>4(o}>;=N;-bcJ2H0NC^jOHB6gqO(B9kX0G z9kW85ICSQY56$r_g;|gJDq&*$JF{7s81xskAK~deJzAV+gp55sSnbFZ9wp2^K1r?j z?S;a;Z}WALdkzzk5>xI$GH$?6_wTKgg?saVvM&Br-F3bVVIW`Nk z4)ZNle5*Kp{EoK?Ge2~XyIq)m_?%~lF#Wu?i-n0p_uMWKW_*0q9GSvNkvr#-@q$KId@aQj{+ zOfB(I4>-R&Yt`FwfZ#CcBd5N6$;(>sOHY@XA*q|qP0=k#u2=77)n-Xl!yobSEDXg242 wpEUa8_wVNS3$spq?*9Q{_M^@EteCf2)jrh>v~ve_`AU`~Uy| literal 2004 zcmZ9LNl#N@6ox-2tqhex6mY^898eI^0-_9^R8Skl7~{HHicMOsX|E>kG{(f0EB}H2 z#I>&d8!p|L_&&Gafrfi?a?bmn@tb1Z)5o0aas#f{m0bH9aou8^xJ0BkOV3L4t*|n` zxU@jTpo>L;#0GPNLEbMo%^BWxY*9TxO{!`ZA;?% zsZ(v1_qKy(qg-!ugW~G7z1QJR(2^O|I3XPdC0OA^)SJ8)L9<@zh?`JcrPd1Dc`Ds<6@>=+^q!dJk}q) z4U0Z3s`XG@vE0~gmY)}%$WEv~9N)V)YaQpysHp53a_JEI?%#)7LA)fMhRGq1xj!w5d$C&JdxRhjE`P2t+ z(r^g4U%JcVRgYOW+^jIULlQp2%&YADoV?T-kq`rqwmR$=b?7rLZL?UNi{hO7kTpCb z^y_D7-SG9u|0i$t*zeA{ZVFec)r0(7!kJ7aYjb6U=|LPmtGgz<|M&Mb_9rKsHS!*q zGcV0vrBA{h z8RpG(V&0o!_LFyIn0(%qVf@_1PCR`C^R~=SKJN;=u6fW&33nms&-u9QF3J6fb8bVc zU}ku1=H)I}{-|s?!>43(Cq8M_)E|=&15ZBdgR}V4vf=2@8J&^PzaYU!4toG^Ip<_s z4n59GY-W7quut%ob3r!iFr1Q2%s0(R-?W67lq9Li;ie?iosr<@-cy@B$44#VE=ict z@MVub``TB047_nyWy4eZqmR2Lo4btfi|1xNhmYQzFB~>!%lol4Ey(8m(1U$hl)&*u zY_=uY%>UKLEXyVi-ePXcrnbeb$R-ZnV(!Rh7K^znn>cu8<9B_C2+)AO*o4$$|nA)->ZAF;rNW>9>Z~t#y#*HZ*@nVa?+a;@`=aKInc8p Ljqjf-tVsR?Pa$?V diff --git a/src/Engine.Graphics.Vulkan/Shaders/triangle.vert b/src/Engine.Graphics.Vulkan/Shaders/triangle.vert index e59270c..0182991 100644 --- a/src/Engine.Graphics.Vulkan/Shaders/triangle.vert +++ b/src/Engine.Graphics.Vulkan/Shaders/triangle.vert @@ -10,16 +10,17 @@ layout(location = 2) out vec3 fragAlbedo; layout(set = 0, binding = 0) uniform CameraUBO { mat4 vp; - vec4 pointLightPos; // xyz = position, w = intensity - vec4 pointLightColor; // xyz = color, w = range }; layout(push_constant) uniform PC { mat4 model; + vec4 lightPos; + vec4 lightColor; } pc; void main() { vec4 worldPos = pc.model * vec4(inPosition, 1.0); + gl_Position = pc.model * vec4(inPosition, 1.0); gl_Position = vp * worldPos; fragWorldPos = worldPos.xyz; fragNormal = mat3(pc.model) * inNormal; diff --git a/src/Engine.Graphics.Vulkan/Shaders/triangle.vert.spv b/src/Engine.Graphics.Vulkan/Shaders/triangle.vert.spv index 658f908a0fd4494e1aeafb7e7825192b14fb31ff..f3fc4bdda7b07fc7a7d43dfe786c0d60fe82629a 100644 GIT binary patch literal 2368 zcmZXU+foxj5QYbm4R`=V2OLF?_)c#A!p3Cd6o#zQTCHrgC3~QC> zNUD&WcsN%nIkE9#9lRdZ{7`#AfB4}N1_z&7X`bQKit$nuM$P2B9$|<3=w8eacBC+g5y2yrE1-8R^P1eN-wBuV5~2P$(`;eX3U?ye{5C{-u=@@ zFP;VXtEgG8s(GBvY=VX%3C665TMIwrO)RG~;a*$v(SMdF+0w7sdRXq< z32ag}%i`!8*lGsjT(F9ytn+zKV-gm%i`tXgUaW&#P0q#7x%Ms$BL|G08-@yd^{IyIFrvzu;GEtJhC?5k;M-vinwuc z=Pu|&(hAy(l40e;7n?g4_1mo-3>lGqI@R%yrSmh47;^Z^`8Mg*VruuK*r4oQ=|xG0 zWGc1$q_fE99gxqta2n7KCphE3pq*TB&c|l%b{?_A66b!bQ16PgBBmDgu&pPfvaiY} z2W(7QQM>g4A41)6?FomZE;h3=UQ?+~?wC;K%^k>{)=s~{;Ec`e!SK(dy2a1S=3KiY zHg5rpd~E(-Vl$T|?Zld&p71t0Bo@!x$ohF3_~$i8cra5IF~5cImdWJ}Fc0pvCY1T~ zOPDEhTT%?X&r86u;W8v)F0YkCe@9YG+c9=A#o%Famr@K)6;-9~WeNGj<7d7AsdWkylzSd%W}PyVp*=Yg^^D@{w&u!vZ+lB z{CG2WB@+^Q34d(j@bfMnNO&vRUO!B6_|t<&67Fq1nUziqxYe1Ho~?sToSm^Coilbd zapw0#0*0`-H}`}iZxO%scv1Sv9zPQXPXFMzECFL#jTPzO2+L|%&Z;nSz%6G@`f4iL z{>xbxMh;vprz9O5VOgDuUMAnph6FC0O{~3(=h8PN^p&2JCB%Z$2fjfti+>?~JN5Cs KVgFIJ1<7BD4Uh-` literal 2184 zcmZ9M+foxj5QYaf8}I}oa!@fY;2A|!Koo&Mtbz+lVo~a)70HTQwaKQIcqp%Y1z*Xh z^2RFvZ+9Calln8=e;=l&dlIjIcEGtlcg_vEEtjtm*DuD2D`)%m?*8ulQMWn2xU_)B zkn=J}e1_fmOfKoW)ri_CW5SFuFFY1r3L8RI@bu}|{#(JmE9r9*=ZiTb{acd8&3bYq zQH-ZLoU7NIs_`=!zLhk?xUgT)-Z{Y6&(4n83XZx_qH26a1+pK;AL?QHE=;@Ocd24? z9vPbjl-)q)&)qUUYIpaeA0d8bqkh?HanyMg9d#S+gYei!XRv*V<6|3lpdT!1oYh`y zw8FIUc56>^SzUl*eeLAupi@I9Q31Qr;pcAN5Ng0i4JWo*5+|uLd+wHa7WbzApVG$R z`~UjsXET9+ousXXnn+E|C~6y%bIc6C&G=*3OyEkcn)&7DZ5OklmL1uc6U!HN^liEx zn7eq2v-@r%)nN6S-dnG6 zwsRIT=dxD?<2WC#E^seqF)gr6pUKrsXFezQE@g8;CpZ4g1f9I-%%fMY7CQc;^1^Rg zcl5L)k4q|R4}=NDb1!sy5$JnRI~#lh0(m$G9Y4$QNHRJ0 z)G_YAAix0@cjQjQGE3~%&nJ>k_w%VZc=|$(O9C9r&RCWV4_J1F#XJ*747|mxNQMWj z(=pG*5ksvO^FlH_U|CFEljZHL3e-YweC-XaN#-5W*HP{30>1F{fj10i{+p7k8RupH LW$1r(+KTWGAQXw@ diff --git a/src/Engine.Graphics.Vulkan/VulkanFrameResources.cs b/src/Engine.Graphics.Vulkan/VulkanFrameResources.cs index a203f0f..229f830 100644 --- a/src/Engine.Graphics.Vulkan/VulkanFrameResources.cs +++ b/src/Engine.Graphics.Vulkan/VulkanFrameResources.cs @@ -5,7 +5,7 @@ namespace Engine.Graphics.Vulkan; internal sealed unsafe class VulkanFrameResources : IDisposable { public const int MaxFramesInFlight = 2; - public const ulong UboSize = 128; + public const ulong UboSize = 64; public VkCommandPool CommandPool; public VkCommandBuffer[] CommandBuffers = new VkCommandBuffer[MaxFramesInFlight]; diff --git a/src/Engine.Graphics.Vulkan/VulkanPipeline.cs b/src/Engine.Graphics.Vulkan/VulkanPipeline.cs index 340454e..6cfe5af 100644 --- a/src/Engine.Graphics.Vulkan/VulkanPipeline.cs +++ b/src/Engine.Graphics.Vulkan/VulkanPipeline.cs @@ -150,12 +150,19 @@ internal sealed unsafe class VulkanPipeline : IDisposable pDynamicStates = dynamicStates, }; - var pushConstantRange = new VkPushConstantRange + var pushConstantRanges = stackalloc VkPushConstantRange[2]; + pushConstantRanges[0] = new VkPushConstantRange { - stageFlags = VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, + stageFlags = VkShaderStageFlags.Vertex, offset = 0, size = 64, }; + pushConstantRanges[1] = new VkPushConstantRange + { + stageFlags = VkShaderStageFlags.Fragment, + offset = 64, + size = 32, + }; var descLayout = DescriptorSetLayout; var layoutInfo = new VkPipelineLayoutCreateInfo @@ -163,8 +170,8 @@ internal sealed unsafe class VulkanPipeline : IDisposable sType = VkStructureType.PipelineLayoutCreateInfo, setLayoutCount = 1, pSetLayouts = &descLayout, - pushConstantRangeCount = 1, - pPushConstantRanges = (nint)(&pushConstantRange), + pushConstantRangeCount = 2, + pPushConstantRanges = (nint)pushConstantRanges, }; fixed (VkPipelineLayout* layoutPtr = &PipelineLayout) diff --git a/src/Engine.Graphics.Vulkan/VulkanRenderer.cs b/src/Engine.Graphics.Vulkan/VulkanRenderer.cs index 93697ba..659bee2 100644 --- a/src/Engine.Graphics.Vulkan/VulkanRenderer.cs +++ b/src/Engine.Graphics.Vulkan/VulkanRenderer.cs @@ -100,14 +100,10 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen }); } - // Pack UBO: mat4 vp (64 bytes) + vec4 lightPos (16) + vec4 lightColor (16) = 96 bytes - var uboData = stackalloc byte[128]; + // Pack UBO: just mat4 vp (64 bytes) + var uboData = stackalloc byte[64]; var vpCopy = vp; System.Buffer.MemoryCopy(&vpCopy, uboData, 64, 64); - var lpCopy = lightPos; - System.Buffer.MemoryCopy(&lpCopy, uboData + 64, 16, 16); - var lcCopy = lightColor; - System.Buffer.MemoryCopy(&lcCopy, uboData + 80, 16, 16); var drawCalls = new List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model)>(); @@ -127,10 +123,10 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen drawCalls.Add((entry.vb.Buffer, entry.ib.Buffer, entry.indexCount, t.GetMatrix())); }); - Render(vp, drawCalls, uboData); + Render(vp, drawCalls, uboData, lightPos, lightColor); } - private void Render(Matrix4x4 vp, List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model)> drawCalls, byte* uboData) + private void Render(Matrix4x4 vp, List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model)> drawCalls, byte* uboData, Vector4 lightPos, Vector4 lightColor) { _frameResources.WaitFrame(_frameIndex); @@ -142,7 +138,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen { _swapchain.Recreate(_ctx.SurfaceExtent.Width == 0 ? 1280 : (int)_ctx.SurfaceExtent.Width, _ctx.SurfaceExtent.Height == 0 ? 720 : (int)_ctx.SurfaceExtent.Height); - Render(vp, drawCalls, uboData); + Render(vp, drawCalls, uboData, lightPos, lightColor); return; } @@ -250,6 +246,13 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen var model = dc.model; Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex, 0, 64, &model); + + // Light data as push constants at offset 64 (fragment stage) + var lpCopy = lightPos; + Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Fragment, 64, 16, &lpCopy); + var lcCopy = lightColor; + Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Fragment, 80, 16, &lcCopy); + Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0); }