feat: cubemap shadows with R32_SFLOAT color attachment — linear distance

Root cause of broken shadows: depth buffer stores non-linear NDC depth,
not linear distance. closestDepth * 60.0 was wrong conversion.

Fix: switch from depth-only to R32_SFLOAT color attachment approach:
- Shadow vertex shader outputs world position to fragment
- Shadow fragment shader writes length(fragPos - lightPos) / farPlane
- Main fragment shader samples cubemap, multiplies by FAR_PLANE=60
- Separate color cube (R32_SFLOAT, sampled) + depth cube (D32_SFLOAT, depth test)
- Shadow pipeline: 1 color attachment (R) + depth attachment
- Color clear = 1.0 (max distance), depth clear = 1.0

Tests: 227 total, all pass
- ShadowMapFaceDirectionTests: 6 face directions, 90° FOV, up vectors,
  valid matrices, far plane consistency
- ShadowShaderTests: all 6 SPIR-V shaders exist
This commit is contained in:
emil28092005
2026-06-18 21:27:48 +03:00
parent a572f9d360
commit a2000b55b5
11 changed files with 319 additions and 68 deletions
+30 -10
View File
@@ -43,7 +43,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
_shadowMap = new VulkanShadowMap(ctx.Device, ctx, _pipeline.DescriptorSetLayout);
for (int i = 0; i < VulkanFrameResources.MaxFramesInFlight; i++)
_frameResources.UpdateShadowDescriptor(i, _shadowMap.ShadowSampler, _shadowMap.CubeImageView);
_frameResources.UpdateShadowDescriptor(i, _shadowMap.ShadowSampler, _shadowMap.CubeColorView);
_imGui = new VulkanImGui(ctx, _frameResources.CommandPool, swapchain.Format, swapchain.DepthFormat);
}
@@ -175,6 +175,11 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
Vk.vkBeginCommandBuffer(cmd, &beginInfo);
// === SHADOW CUBEMAP PASSES (6 faces) ===
// Transition color cube: Undefined → ColorAttachmentOptimal
TransitionImageLayout(cmd, _shadowMap.ColorImage,
VkImageLayout.Undefined, VkImageLayout.ColorAttachmentOptimal,
0, 0, 0x400, 0x100, 6);
// Transition depth cube: Undefined → DepthStencilAttachmentOptimal
TransitionImageLayoutDepth(cmd, _shadowMap.DepthImage,
VkImageLayout.Undefined, VkImageLayout.DepthStencilAttachmentOptimal,
0, 0, 0x100, 0x200, 6);
@@ -186,6 +191,21 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
var (faceView, faceProj) = VulkanShadowMap.GetFaceViewProj(lightPosVec, face);
var faceViewProj = faceView * faceProj;
var colorClear = new VkClearValue
{
Color = new VkClearColorValue { Float0 = 1.0f, Float1 = 0, Float2 = 0, Float3 = 0 },
};
var shadowColorAttachment = new VkRenderingAttachmentInfo
{
sType = VkStructureType.RenderingAttachmentInfo,
imageView = _shadowMap.FaceColorViews[face],
imageLayout = VkImageLayout.ColorAttachmentOptimal,
loadOp = VkAttachmentLoadOp.Clear,
storeOp = VkAttachmentStoreOp.Store,
clearValue = colorClear,
};
var shadowDepthClear = new VkClearValue
{
DepthStencil = new VkClearDepthStencilValue { Depth = 1.0f, Stencil = 0 },
@@ -194,7 +214,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
var shadowDepthAttachment = new VkRenderingAttachmentInfo
{
sType = VkStructureType.RenderingAttachmentInfo,
imageView = _shadowMap.FaceImageViews[face],
imageView = _shadowMap.FaceDepthViews[face],
imageLayout = VkImageLayout.DepthStencilAttachmentOptimal,
loadOp = VkAttachmentLoadOp.Clear,
storeOp = VkAttachmentStoreOp.Store,
@@ -210,8 +230,8 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
Extent = new VkExtent2D { Width = VulkanShadowMap.ShadowMapSize, Height = VulkanShadowMap.ShadowMapSize },
},
layerCount = 1,
colorAttachmentCount = 0,
pColorAttachments = null,
colorAttachmentCount = 1,
pColorAttachments = &shadowColorAttachment,
pDepthAttachment = &shadowDepthAttachment,
};
@@ -264,10 +284,10 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
Vk.vkCmdEndRendering(cmd);
}
// Transition shadow cubemap: depth attachment → shader read
TransitionImageLayoutDepth(cmd, _shadowMap.DepthImage,
VkImageLayout.DepthStencilAttachmentOptimal, VkImageLayout.ShaderReadOnlyOptimal,
0x100, 0x200, 0x8, 0x20, 6);
// Transition shadow color cube: ColorAttachmentOptimalShaderReadOnlyOptimal
TransitionImageLayout(cmd, _shadowMap.ColorImage,
VkImageLayout.ColorAttachmentOptimal, VkImageLayout.ShaderReadOnlyOptimal,
0x400, 0x100, 0x8, 0x20, 6);
// === MAIN PASS ===
TransitionImageLayout(cmd, _swapchain.Images[imageIndex],
@@ -445,7 +465,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
private static void TransitionImageLayout(VkCommandBuffer cmd, VkImage image,
VkImageLayout oldLayout, VkImageLayout newLayout,
ulong srcStage, ulong srcAccess,
ulong dstStage, ulong dstAccess)
ulong dstStage, ulong dstAccess, uint layerCount = 1)
{
var barrier = new VkImageMemoryBarrier2
{
@@ -461,7 +481,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
{
AspectMask = VkImageAspectFlags.Color,
LevelCount = 1,
LayerCount = 1,
LayerCount = layerCount,
},
};