feat: multi-light system with per-light cubemap array shadows

Architecture:
- SceneUBO (448B): mat4 vp + numLights + numShadowLights + LightData[8] + shadowParams[4]
- LightData: vec4 posAndIntensity + vec4 colorAndRange (32B per light)
- Push constants (main): mat4 model only (64B) — all light data in UBO
- Push constants (shadow): model(64) + lightViewProj(64) + lightPos(16) + shadowParams(16) = 160B
- Shadow: cubemap array (24 layers = 4 lights × 6 faces), samplerCubeArray in shader
- Shadow passes: numShadowLights × 6 faces (2 lights = 12 passes)
- Fragment shader: loop over lights, calcPBR per light, shadow from corresponding cubemap layer

New OBJ files with verified CCW winding:
- pyramid.obj, diamond.obj, torus.obj, cone.obj, sphere.obj

Scene 'Chaos Architecture':
- 28 sphere pyramid (physics)
- 30 falling diamonds (physics)
- 8 floating torus rings (decorative)
- 4 pyramid decorations (static)
- 4 cone pillars (static)
- Central torus knot (floating)
- 2 dynamic point lights (warm + cool), both cast shadows
- Both lights orbit in chaotic circles

ImGui panel:
- Per-light intensity, range, RGB sliders
- Shadow bias, sample radius, far plane sliders

227 tests, all pass
This commit is contained in:
emil28092005
2026-06-19 07:15:29 +03:00
parent 86d24e7254
commit c3cca30bba
13 changed files with 294 additions and 251 deletions
+61 -44
View File
@@ -133,17 +133,29 @@ class Program
physicsWorld.Update((float)timing.DeltaTime);
physicsWorld.SyncTransforms(world);
// Move light in a chaotic circle
var lightEntity = world.Lookup("MainLight");
if ((ulong)lightEntity.Id != 0)
// Move lights in chaotic circles
var mainLight = world.Lookup("MainLight");
if ((ulong)mainLight.Id != 0)
{
var t = totalTime;
var lx = MathF.Sin(t * 0.7f) * 8f + MathF.Cos(t * 0.3f) * 3f;
var ly = 12f + MathF.Sin(t * 0.5f) * 5f;
var lz = MathF.Cos(t * 0.6f) * 8f + MathF.Sin(t * 0.4f) * 3f;
var lt = lightEntity.Get<Transform>();
var lt = mainLight.Get<Transform>();
lt.Position = new Vector3(lx, ly, lz);
lightEntity.Set(lt);
mainLight.Set(lt);
}
var secondLight = world.Lookup("SecondLight");
if ((ulong)secondLight.Id != 0)
{
var t = totalTime + MathF.PI;
var lx = MathF.Cos(t * 0.5f) * 10f + MathF.Sin(t * 0.2f) * 4f;
var ly = 8f + MathF.Cos(t * 0.4f) * 4f;
var lz = MathF.Sin(t * 0.6f) * 10f + MathF.Cos(t * 0.3f) * 3f;
var lt = secondLight.Get<Transform>();
lt.Position = new Vector3(lx, ly, lz);
secondLight.Set(lt);
}
var processed = queue.ProcessPending();
@@ -179,59 +191,60 @@ class Program
ImGui.End();
// Shadow parameters panel
ImGui.Begin("Shadow Parameters");
ImGui.Begin("Shadow & Light Parameters");
var lightEntity2 = world.Lookup("MainLight");
if ((ulong)lightEntity2.Id != 0)
// Main light controls
var mainLight2 = world.Lookup("MainLight");
if ((ulong)mainLight2.Id != 0)
{
var lightComp = lightEntity2.Get<Light>();
var intensity = lightComp.Intensity;
var range = lightComp.Range;
var colorR = lightComp.Color.X;
var colorG = lightComp.Color.Y;
var colorB = lightComp.Color.Z;
ImGui.SliderFloat("Light Intensity", ref intensity, 0.0f, 100.0f, "%.1f");
ImGui.SliderFloat("Light Range", ref range, 5.0f, 100.0f, "%.1f");
ImGui.SliderFloat("Light R", ref colorR, 0.0f, 1.0f, "%.2f");
ImGui.SliderFloat("Light G", ref colorG, 0.0f, 1.0f, "%.2f");
ImGui.SliderFloat("Light B", ref colorB, 0.0f, 1.0f, "%.2f");
ImGui.Separator();
lightComp.Intensity = intensity;
lightComp.Range = range;
lightComp.Color = new Vector3(colorR, colorG, colorB);
lightEntity2.Set(lightComp);
var lc1 = mainLight2.Get<Light>();
var i1 = lc1.Intensity; var r1 = lc1.Range;
var cr1 = lc1.Color.X; var cg1 = lc1.Color.Y; var cb1 = lc1.Color.Z;
ImGui.Text("Main Light (warm)");
ImGui.SliderFloat("1 Intensity", ref i1, 0.0f, 50.0f, "%.1f");
ImGui.SliderFloat("1 Range", ref r1, 5.0f, 100.0f, "%.1f");
ImGui.SliderFloat("1 R", ref cr1, 0.0f, 1.0f, "%.2f");
ImGui.SliderFloat("1 G", ref cg1, 0.0f, 1.0f, "%.2f");
ImGui.SliderFloat("1 B", ref cb1, 0.0f, 1.0f, "%.2f");
lc1.Intensity = i1; lc1.Range = r1;
lc1.Color = new Vector3(cr1, cg1, cb1);
mainLight2.Set(lc1);
}
ImGui.Separator();
// Second light controls
var secondLight2 = world.Lookup("SecondLight");
if ((ulong)secondLight2.Id != 0)
{
var lc2 = secondLight2.Get<Light>();
var i2 = lc2.Intensity; var r2 = lc2.Range;
var cr2 = lc2.Color.X; var cg2 = lc2.Color.Y; var cb2 = lc2.Color.Z;
ImGui.Text("Second Light (cool)");
ImGui.SliderFloat("2 Intensity", ref i2, 0.0f, 50.0f, "%.1f");
ImGui.SliderFloat("2 Range", ref r2, 5.0f, 100.0f, "%.1f");
ImGui.SliderFloat("2 R", ref cr2, 0.0f, 1.0f, "%.2f");
ImGui.SliderFloat("2 G", ref cg2, 0.0f, 1.0f, "%.2f");
ImGui.SliderFloat("2 B", ref cb2, 0.0f, 1.0f, "%.2f");
lc2.Intensity = i2; lc2.Range = r2;
lc2.Color = new Vector3(cr2, cg2, cb2);
secondLight2.Set(lc2);
}
ImGui.Separator();
var bias = vkRenderer.ShadowBias;
var sampleRadius = vkRenderer.ShadowSampleRadius;
var farPlane = vkRenderer.ShadowFarPlane;
ImGui.SliderFloat("Shadow Bias", ref bias, 0.001f, 0.5f, "%.4f");
ImGui.SliderFloat("Shadow Bias", ref bias, 0.0001f, 0.1f, "%.4f");
ImGui.SliderFloat("Sample Radius", ref sampleRadius, 0.001f, 0.1f, "%.4f");
ImGui.SliderFloat("Far Plane", ref farPlane, 10.0f, 120.0f, "%.1f");
ImGui.Separator();
vkRenderer.ShadowBias = bias;
vkRenderer.ShadowSampleRadius = sampleRadius;
vkRenderer.ShadowFarPlane = farPlane;
ImGui.Text($"Current: bias={bias:F4} radius={sampleRadius:F4} far={farPlane:F1}");
if (ImGui.Button("Copy Parameters to Clipboard"))
{
var paramsText = $"bias={bias:F4}\nsampleRadius={sampleRadius:F4}\nfarPlane={farPlane:F1}\nshadowMapSize=2048";
var lightEntity3 = world.Lookup("MainLight");
if ((ulong)lightEntity3.Id != 0)
{
var lc = lightEntity3.Get<Light>();
paramsText += $"\nlightIntensity={lc.Intensity:F1}\nlightRange={lc.Range:F1}\nlightColor=({lc.Color.X:F2},{lc.Color.Y:F2},{lc.Color.Z:F2})";
}
ImGui.SetClipboardText(paramsText);
Console.WriteLine("[App] Parameters copied to clipboard:\n" + paramsText);
}
ImGui.End();
renderer.EndImGuiFrame();
@@ -355,11 +368,15 @@ class Program
.Set(coneMesh);
}
// Light
// Lights
world.Entity("MainLight")
.Set(new Transform(new Vector3(0, 20, 0), Quaternion.Identity, Vector3.One))
.Set(Light.Point(new Vector3(0, 20, 0), new Vector3(1.0f, 0.95f, 0.85f), intensity: 15.0f, range: 60.0f));
world.Entity("SecondLight")
.Set(new Transform(new Vector3(-12, 10, 8), Quaternion.Identity, Vector3.One))
.Set(Light.Point(new Vector3(-12, 10, 8), new Vector3(0.3f, 0.6f, 1.0f), intensity: 10.0f, range: 40.0f));
var entityCount = 0;
world.Each((Entity e, ref Transform _) => entityCount++);
Console.WriteLine($"[Scene] {entityCount} entities: sphere pyramid + diamond rain + 8 torus rings + 4 pyramids + 4 cones + floor + grid + light");
@@ -5,9 +5,8 @@ layout(location = 0) out float outDepth;
layout(push_constant) uniform PC {
mat4 model;
vec4 lightPos;
vec4 lightColor;
mat4 lightViewProj;
vec4 lightPos;
vec4 shadowParams;
} pc;
Binary file not shown.
@@ -4,9 +4,8 @@ layout(location = 0) in vec3 inPosition;
layout(push_constant) uniform PC {
mat4 model;
vec4 lightPos;
vec4 lightColor;
mat4 lightViewProj;
vec4 lightPos;
vec4 shadowParams;
} pc;
Binary file not shown.
@@ -6,19 +6,21 @@ layout(location = 2) in vec3 fragAlbedo;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform CameraUBO {
mat4 vp;
struct LightData {
vec4 posAndIntensity;
vec4 colorAndRange;
};
layout(set = 0, binding = 1) uniform samplerCube shadowCube;
layout(set = 0, binding = 0) uniform SceneUBO {
mat4 vp;
int numLights;
int numShadowLights;
vec2 padding;
LightData lights[8];
vec4 shadowParams[4];
} scene;
layout(push_constant) uniform PC {
mat4 model;
vec4 lightPos;
vec4 lightColor;
mat4 lightViewProj;
vec4 shadowParams;
} pc;
layout(set = 0, binding = 1) uniform samplerCubeArray shadowArray;
const vec3 AMBIENT = vec3(0.01, 0.01, 0.02);
const float PI = 3.14159265359;
@@ -92,11 +94,11 @@ mat3 buildTangentBasis(vec3 dir)
return mat3(tangent, bitangent, dir);
}
float calcShadow(vec3 worldPos, vec3 lightPos, vec3 N, vec3 L)
float calcShadow(vec3 worldPos, vec3 lightPos, vec3 N, vec3 L, int lightIndex)
{
float bias = pc.shadowParams.x;
float sampleRadius = pc.shadowParams.y;
float farPlane = pc.shadowParams.z;
float bias = scene.shadowParams[lightIndex].x;
float sampleRadius = scene.shadowParams[lightIndex].y;
float farPlane = scene.shadowParams[lightIndex].z;
vec3 dir = worldPos - lightPos;
float dist = length(dir);
@@ -112,7 +114,7 @@ float calcShadow(vec3 worldPos, vec3 lightPos, vec3 N, vec3 L)
for (int i = 0; i < 16; i++)
{
vec3 sampleDir = normalize(dirNorm + basis * (POISSON_DISK[i] * radius));
float sampleDepth = texture(shadowCube, sampleDir).r;
float sampleDepth = texture(shadowArray, vec4(sampleDir, float(lightIndex))).r;
float sampleMapped = sampleDepth * farPlane;
shadow += (dist - slopeBias < sampleMapped) ? 1.0 : 0.0;
}
@@ -121,28 +123,8 @@ float calcShadow(vec3 worldPos, vec3 lightPos, vec3 N, vec3 L)
return shadow;
}
void main()
vec3 calcPBR(vec3 N, vec3 V, vec3 L, vec3 radiance, vec3 albedo, float roughness, float metallic)
{
vec3 N = normalize(fragNormal);
vec3 V = normalize(-fragWorldPos);
vec3 albedo = fragAlbedo;
float roughness = 0.5;
float metallic = 0.1;
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 = 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;
float shadow = calcShadow(fragWorldPos, lightPos, N, L);
vec3 H = normalize(V + L);
vec3 F0 = mix(vec3(0.04), albedo, metallic);
@@ -158,9 +140,41 @@ void main()
vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
float NdotL = max(dot(N, L), 0.0);
vec3 lighting = (kD * albedo / PI + specular) * radiance * NdotL * shadow;
return (kD * albedo / PI + specular) * radiance * NdotL;
}
vec3 color = AMBIENT * albedo + lighting;
void main()
{
vec3 N = normalize(fragNormal);
vec3 V = normalize(-fragWorldPos);
vec3 albedo = fragAlbedo;
float roughness = 0.5;
float metallic = 0.1;
vec3 color = AMBIENT * albedo;
for (int i = 0; i < scene.numLights; i++)
{
vec3 lightPos = scene.lights[i].posAndIntensity.xyz;
float lightIntensity = scene.lights[i].posAndIntensity.w;
vec3 lightColor = scene.lights[i].colorAndRange.xyz;
float lightRange = scene.lights[i].colorAndRange.w;
vec3 toLight = lightPos - fragWorldPos;
float dist = length(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;
float shadow = 1.0;
if (i < scene.numShadowLights)
{
shadow = calcShadow(fragWorldPos, lightPos, N, L, i);
}
color += calcPBR(N, V, L, radiance, albedo, roughness, metallic) * shadow;
}
color = acesTonemap(color);
color = pow(color, vec3(1.0 / 2.2));
Binary file not shown.
@@ -8,21 +8,27 @@ layout(location = 0) out vec3 fragWorldPos;
layout(location = 1) out vec3 fragNormal;
layout(location = 2) out vec3 fragAlbedo;
layout(set = 0, binding = 0) uniform CameraUBO {
mat4 vp;
struct LightData {
vec4 posAndIntensity; // xyz = position, w = intensity
vec4 colorAndRange; // xyz = color, w = range
};
layout(set = 0, binding = 0) uniform SceneUBO {
mat4 vp;
int numLights;
int numShadowLights;
vec2 padding;
LightData lights[8];
vec4 shadowParams[4]; // x=bias, y=sampleRadius, z=farPlane, w=unused
} scene;
layout(push_constant) uniform PC {
mat4 model;
vec4 lightPos;
vec4 lightColor;
mat4 lightViewProj;
vec4 shadowParams;
} pc;
void main() {
vec4 worldPos = pc.model * vec4(inPosition, 1.0);
gl_Position = vp * worldPos;
gl_Position = scene.vp * worldPos;
fragWorldPos = worldPos.xyz;
fragNormal = mat3(pc.model) * inNormal;
fragAlbedo = inColor;
Binary file not shown.
@@ -5,7 +5,7 @@ namespace Engine.Graphics.Vulkan;
internal sealed unsafe class VulkanFrameResources : IDisposable
{
public const int MaxFramesInFlight = 2;
public const ulong UboSize = 64;
public const ulong UboSize = 448;
public VkCommandPool CommandPool;
public VkCommandBuffer[] CommandBuffers = new VkCommandBuffer[MaxFramesInFlight];
+1 -1
View File
@@ -154,7 +154,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
{
stageFlags = VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment,
offset = 0,
size = 176,
size = 64,
};
var descLayout = DescriptorSetLayout;
+138 -132
View File
@@ -47,7 +47,7 @@ public sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreensh
_shadowMap = new VulkanShadowMap(ctx.Device, ctx, _pipeline.DescriptorSetLayout);
for (int i = 0; i < VulkanFrameResources.MaxFramesInFlight; i++)
_frameResources.UpdateShadowDescriptor(i, _shadowMap.ShadowSampler, _shadowMap.CubeColorView);
_frameResources.UpdateShadowDescriptor(i, _shadowMap.ShadowSampler, _shadowMap.CubeArrayColorView);
_imGui = new VulkanImGui(ctx, _frameResources.CommandPool, swapchain.Format, swapchain.DepthFormat);
}
@@ -87,40 +87,56 @@ public sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreensh
vp = Matrix4x4.CreateLookAt(new Vector3(0, 0, -6), Vector3.Zero, Vector3.UnitY) * proj;
}
// Collect point light from ECS — prefer light attached to a moving entity
var lightPos = new Vector4(0, 5, 0, 0);
var lightColor = new Vector4(1, 1, 1, 0);
// Collect all point lights from ECS
var lights = new List<(Vector3 pos, float intensity, Vector3 color, float range)>();
world.Each((Entity e, ref Light l, ref Transform lt) =>
{
if (l.IsPoint && lightPos.W == 0)
{
lightPos = new Vector4(lt.Position, l.Intensity);
lightColor = new Vector4(l.Color, l.Range);
}
if (l.IsPoint)
lights.Add((lt.Position, l.Intensity, l.Color, l.Range));
});
if (lightPos.W == 0)
if (lights.Count == 0)
{
world.Each((Entity e, ref Light l) =>
{
if (l.IsPoint && lightPos.W == 0)
{
lightPos = new Vector4(l.Position, l.Intensity);
lightColor = new Vector4(l.Color, l.Range);
}
if (l.IsPoint)
lights.Add((l.Position, l.Intensity, l.Color, l.Range));
});
}
// Pack UBO: just mat4 vp (64 bytes)
var uboData = stackalloc byte[64];
int numLights = Math.Min(lights.Count, 8);
int numShadowLights = Math.Min(numLights, VulkanShadowMap.MaxShadowLights);
// Pack SceneUBO: mat4 vp(64) + int numLights(4) + int numShadowLights(4) + vec2 pad(8) + LightData[8](256) + vec4 shadowParams[4](64) = 400B → pad to 448
var uboData = stackalloc byte[448];
var vpCopy = vp;
System.Buffer.MemoryCopy(&vpCopy, uboData, 64, 64);
*(int*)(uboData + 64) = numLights;
*(int*)(uboData + 68) = numShadowLights;
// Compute light view-projection matrix for shadow mapping
var lightPosVec = new Vector3(lightPos.X, lightPos.Y, lightPos.Z);
var lightView = Matrix4x4.CreateLookAt(lightPosVec, Vector3.Zero, Vector3.UnitY);
var lightProj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 1.0f, 0.1f, 60f);
lightProj.M22 *= -1;
var lightViewProj = lightView * lightProj;
for (int i = 0; i < numLights; i++)
{
var lp = new Vector4(lights[i].pos, lights[i].intensity);
var lc = new Vector4(lights[i].color, lights[i].range);
var lightOffset = 80 + i * 32;
System.Buffer.MemoryCopy(&lp, uboData + lightOffset, 16, 16);
System.Buffer.MemoryCopy(&lc, uboData + lightOffset + 16, 16, 16);
}
// Shadow params per shadow light
for (int i = 0; i < numShadowLights; i++)
{
var sp = new Vector4(ShadowBias, ShadowSampleRadius, ShadowFarPlane, 0);
System.Buffer.MemoryCopy(&sp, uboData + 336 + i * 16, 16, 16);
}
// Compute light view-proj for each shadow light
var lightViewProjs = new Matrix4x4[numShadowLights];
for (int i = 0; i < numShadowLights; i++)
{
var lightView = Matrix4x4.CreateLookAt(lights[i].pos, Vector3.Zero, Vector3.UnitY);
var lightProj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 2f, 1.0f, 0.1f, ShadowFarPlane);
lightViewProjs[i] = lightView * lightProj;
}
var drawCalls = new List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model, bool castShadow)>();
@@ -142,10 +158,10 @@ public sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreensh
drawCalls.Add((entry.vb.Buffer, entry.ib.Buffer, entry.indexCount, t.GetMatrix(), castShadow));
});
Render(vp, drawCalls, uboData, lightPos, lightColor, lightViewProj);
Render(vp, drawCalls, uboData, lights, lightViewProjs, numShadowLights);
}
private void Render(Matrix4x4 vp, List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model, bool castShadow)> drawCalls, byte* uboData, Vector4 lightPos, Vector4 lightColor, Matrix4x4 lightViewProj)
private void Render(Matrix4x4 vp, List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model, bool castShadow)> drawCalls, byte* uboData, List<(Vector3 pos, float intensity, Vector3 color, float range)> lights, Matrix4x4[] lightViewProjs, int numShadowLights)
{
_frameResources.WaitFrame(_frameIndex);
@@ -157,7 +173,7 @@ public sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreensh
{
_swapchain.Recreate(_ctx.SurfaceExtent.Width == 0 ? 1280 : (int)_ctx.SurfaceExtent.Width,
_ctx.SurfaceExtent.Height == 0 ? 720 : (int)_ctx.SurfaceExtent.Height);
Render(vp, drawCalls, uboData, lightPos, lightColor, lightViewProj);
Render(vp, drawCalls, uboData, lights, lightViewProjs, numShadowLights);
return;
}
@@ -178,122 +194,123 @@ public sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreensh
};
Vk.vkBeginCommandBuffer(cmd, &beginInfo);
// === SHADOW CUBEMAP PASSES (6 faces) ===
// Transition color cube: Undefined → ColorAttachmentOptimal
// === SHADOW CUBEMAP ARRAY PASSES (numShadowLights × 6 faces) ===
int totalLayers = numShadowLights * 6;
TransitionImageLayout(cmd, _shadowMap.ColorImage,
VkImageLayout.Undefined, VkImageLayout.ColorAttachmentOptimal,
0, 0, 0x400, 0x100, 6);
// Transition depth cube: Undefined → DepthStencilAttachmentOptimal
0, 0, 0x400, 0x100, (uint)totalLayers);
TransitionImageLayoutDepth(cmd, _shadowMap.DepthImage,
VkImageLayout.Undefined, VkImageLayout.DepthStencilAttachmentOptimal,
0, 0, 0x100, 0x200, 6);
0, 0, 0x100, 0x200, (uint)totalLayers);
var lightPosVec = new Vector3(lightPos.X, lightPos.Y, lightPos.Z);
for (int face = 0; face < 6; face++)
for (int lightIdx = 0; lightIdx < numShadowLights; lightIdx++)
{
var (faceView, faceProj) = VulkanShadowMap.GetFaceViewProj(lightPosVec, face);
var faceViewProj = faceView * faceProj;
var lightPosVec = lights[lightIdx].pos;
var colorClear = new VkClearValue
for (int face = 0; face < 6; face++)
{
Color = new VkClearColorValue { Float0 = 1.0f, Float1 = 0, Float2 = 0, Float3 = 0 },
};
var (faceView, faceProj) = VulkanShadowMap.GetFaceViewProj(lightPosVec, face);
var faceViewProj = faceView * faceProj;
int faceIndex = lightIdx * 6 + face;
var shadowColorAttachment = new VkRenderingAttachmentInfo
{
sType = VkStructureType.RenderingAttachmentInfo,
imageView = _shadowMap.FaceColorViews[face],
imageLayout = VkImageLayout.ColorAttachmentOptimal,
loadOp = VkAttachmentLoadOp.Clear,
storeOp = VkAttachmentStoreOp.Store,
clearValue = colorClear,
};
var colorClear = new VkClearValue
{
Color = new VkClearColorValue { Float0 = 1.0f, Float1 = 0, Float2 = 0, Float3 = 0 },
};
var shadowDepthClear = new VkClearValue
{
DepthStencil = new VkClearDepthStencilValue { Depth = 1.0f, Stencil = 0 },
};
var shadowColorAttachment = new VkRenderingAttachmentInfo
{
sType = VkStructureType.RenderingAttachmentInfo,
imageView = _shadowMap.FaceColorViews[faceIndex],
imageLayout = VkImageLayout.ColorAttachmentOptimal,
loadOp = VkAttachmentLoadOp.Clear,
storeOp = VkAttachmentStoreOp.Store,
clearValue = colorClear,
};
var shadowDepthAttachment = new VkRenderingAttachmentInfo
{
sType = VkStructureType.RenderingAttachmentInfo,
imageView = _shadowMap.FaceDepthViews[face],
imageLayout = VkImageLayout.DepthStencilAttachmentOptimal,
loadOp = VkAttachmentLoadOp.Clear,
storeOp = VkAttachmentStoreOp.Store,
clearValue = shadowDepthClear,
};
var shadowDepthClear = new VkClearValue
{
DepthStencil = new VkClearDepthStencilValue { Depth = 1.0f, Stencil = 0 },
};
var shadowRenderingInfo = new VkRenderingInfo
{
sType = VkStructureType.RenderingInfo,
renderArea = new VkRect2D
var shadowDepthAttachment = new VkRenderingAttachmentInfo
{
sType = VkStructureType.RenderingAttachmentInfo,
imageView = _shadowMap.FaceDepthViews[faceIndex],
imageLayout = VkImageLayout.DepthStencilAttachmentOptimal,
loadOp = VkAttachmentLoadOp.Clear,
storeOp = VkAttachmentStoreOp.Store,
clearValue = shadowDepthClear,
};
var shadowRenderingInfo = new VkRenderingInfo
{
sType = VkStructureType.RenderingInfo,
renderArea = new VkRect2D
{
Offset = new VkOffset2D { X = 0, Y = 0 },
Extent = new VkExtent2D { Width = VulkanShadowMap.ShadowMapSize, Height = VulkanShadowMap.ShadowMapSize },
},
layerCount = 1,
colorAttachmentCount = 1,
pColorAttachments = &shadowColorAttachment,
pDepthAttachment = &shadowDepthAttachment,
};
Vk.vkCmdBeginRendering(cmd, &shadowRenderingInfo);
Vk.vkCmdBindPipeline(cmd, VkPipelineBindPoint.Graphics, _shadowMap.Pipeline);
var shadowViewport = new VkViewport
{
X = 0, Y = 0,
Width = VulkanShadowMap.ShadowMapSize,
Height = VulkanShadowMap.ShadowMapSize,
MinDepth = 0, MaxDepth = 1,
};
Vk.vkCmdSetViewport(cmd, 0, 1, &shadowViewport);
var shadowScissor = new VkRect2D
{
Offset = new VkOffset2D { X = 0, Y = 0 },
Extent = new VkExtent2D { Width = VulkanShadowMap.ShadowMapSize, Height = VulkanShadowMap.ShadowMapSize },
},
layerCount = 1,
colorAttachmentCount = 1,
pColorAttachments = &shadowColorAttachment,
pDepthAttachment = &shadowDepthAttachment,
};
};
Vk.vkCmdSetScissor(cmd, 0, 1, &shadowScissor);
Vk.vkCmdSetDepthBias(cmd, 1.75f, 0.0f, 2.5f);
Vk.vkCmdBeginRendering(cmd, &shadowRenderingInfo);
Vk.vkCmdBindPipeline(cmd, VkPipelineBindPoint.Graphics, _shadowMap.Pipeline);
var shadowViewport = new VkViewport
{
X = 0, Y = 0,
Width = VulkanShadowMap.ShadowMapSize,
Height = VulkanShadowMap.ShadowMapSize,
MinDepth = 0, MaxDepth = 1,
};
Vk.vkCmdSetViewport(cmd, 0, 1, &shadowViewport);
var shadowScissor = new VkRect2D
{
Offset = new VkOffset2D { X = 0, Y = 0 },
Extent = new VkExtent2D { Width = VulkanShadowMap.ShadowMapSize, Height = VulkanShadowMap.ShadowMapSize },
};
Vk.vkCmdSetScissor(cmd, 0, 1, &shadowScissor);
Vk.vkCmdSetDepthBias(cmd, 1.75f, 0.0f, 2.5f);
foreach (var dc in drawCalls)
{
if (!dc.castShadow) continue;
var vertexBuf = dc.vertexBuf;
ulong offset = 0;
Vk.vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuf, &offset);
Vk.vkCmdBindIndexBuffer(cmd, dc.indexBuf, 0, 1);
var pcData = stackalloc byte[176];
var modelCopy = dc.model;
System.Buffer.MemoryCopy(&modelCopy, pcData, 64, 64);
var lpCopy = lightPos;
System.Buffer.MemoryCopy(&lpCopy, pcData + 64, 16, 16);
var lcCopy = lightColor;
System.Buffer.MemoryCopy(&lcCopy, pcData + 80, 16, 16);
var lvpCopy = faceViewProj;
System.Buffer.MemoryCopy(&lvpCopy, pcData + 96, 64, 64);
var lpVec4 = new Vector4(lightPosVec, lights[lightIdx].intensity);
var sp = new Vector4(ShadowBias, ShadowSampleRadius, ShadowFarPlane, 0);
System.Buffer.MemoryCopy(&sp, pcData + 160, 16, 16);
Vk.vkCmdPushConstants(cmd, _shadowMap.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 0, 176, pcData);
foreach (var dc in drawCalls)
{
if (!dc.castShadow) continue;
Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
var vertexBuf = dc.vertexBuf;
ulong offset = 0;
Vk.vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuf, &offset);
Vk.vkCmdBindIndexBuffer(cmd, dc.indexBuf, 0, 1);
// Pack shadow push constants: model(64) + lightViewProj(64) + lightPos(16) + shadowParams(16) = 160
var pcData = stackalloc byte[160];
var modelCopy = dc.model;
System.Buffer.MemoryCopy(&modelCopy, pcData, 64, 64);
var lvpCopy = faceViewProj;
System.Buffer.MemoryCopy(&lvpCopy, pcData + 64, 64, 64);
System.Buffer.MemoryCopy(&lpVec4, pcData + 128, 16, 16);
System.Buffer.MemoryCopy(&sp, pcData + 144, 16, 16);
Vk.vkCmdPushConstants(cmd, _shadowMap.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 0, 160, pcData);
Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
}
Vk.vkCmdEndRendering(cmd);
}
Vk.vkCmdEndRendering(cmd);
}
// Transition shadow color cube: ColorAttachmentOptimal → ShaderReadOnlyOptimal
// Transition shadow color array: ColorAttachmentOptimal → ShaderReadOnlyOptimal
TransitionImageLayout(cmd, _shadowMap.ColorImage,
VkImageLayout.ColorAttachmentOptimal, VkImageLayout.ShaderReadOnlyOptimal,
0x400, 0x100, 0x8, 0x20, 6);
0x400, 0x100, 0x8, 0x20, (uint)totalLayers);
// === MAIN PASS ===
TransitionImageLayout(cmd, _swapchain.Images[imageIndex],
@@ -381,20 +398,9 @@ public sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreensh
Vk.vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuf, &offset);
Vk.vkCmdBindIndexBuffer(cmd, dc.indexBuf, 0, 1);
// Pack all push constants: model(64) + lightPos(16) + lightColor(16) + lightViewProj(64) = 160
var pcData = stackalloc byte[176];
var modelCopy = dc.model;
System.Buffer.MemoryCopy(&modelCopy, pcData, 64, 64);
var lpCopy = lightPos;
System.Buffer.MemoryCopy(&lpCopy, pcData + 64, 16, 16);
var lcCopy = lightColor;
System.Buffer.MemoryCopy(&lcCopy, pcData + 80, 16, 16);
var lvpCopy = lightViewProj;
System.Buffer.MemoryCopy(&lvpCopy, pcData + 96, 64, 64);
var sp = new Vector4(ShadowBias, ShadowSampleRadius, ShadowFarPlane, 0);
System.Buffer.MemoryCopy(&sp, pcData + 160, 16, 16);
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 0, 176, pcData);
// Main pass push constants: model only (64B)
var model = dc.model;
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 0, 64, &model);
Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
}
+26 -24
View File
@@ -5,17 +5,17 @@ namespace Engine.Graphics.Vulkan;
internal sealed unsafe class VulkanShadowMap : IDisposable
{
public const uint ShadowMapSize = 2048;
public const float FarPlane = 60.0f;
public const uint ShadowMapSize = 1024;
public const int MaxShadowLights = 4;
public VkImage ColorImage;
public VkDeviceMemory ColorImageMemory;
public VkImageView CubeColorView;
public VkImageView[] FaceColorViews = new VkImageView[6];
public VkImageView CubeArrayColorView;
public VkImageView[] FaceColorViews = new VkImageView[MaxShadowLights * 6];
public VkImage DepthImage;
public VkDeviceMemory DepthImageMemory;
public VkImageView[] FaceDepthViews = new VkImageView[6];
public VkImageView[] FaceDepthViews = new VkImageView[MaxShadowLights * 6];
public VkSampler ShadowSampler;
public VkPipeline Pipeline;
@@ -35,12 +35,14 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
CreateShadowSampler();
CreateShadowPipeline();
Console.WriteLine("[Vulkan] Shadow cubemap created (1024x1024x6, R32_SFLOAT + D32_SFLOAT)");
Console.WriteLine($"[Vulkan] Shadow cubemap array created ({ShadowMapSize}x{ShadowMapSize}x{MaxShadowLights*6} layers)");
}
private void CreateShadowImages()
{
// Color cube (R32_SFLOAT) — stores linear distance
int totalLayers = MaxShadowLights * 6;
// Color cube array (R32_SFLOAT) — stores linear distance
var colorInfo = new VkImageCreateInfo
{
sType = VkStructureType.ImageCreateInfo,
@@ -49,7 +51,7 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
format = VkFormat.R32Sfloat,
extent = new VkExtent3D { Width = ShadowMapSize, Height = ShadowMapSize, Depth = 1 },
mipLevels = 1,
arrayLayers = 6,
arrayLayers = (uint)totalLayers,
samples = VkSampleCountFlags.Count1,
tiling = VkImageTiling.Optimal,
usage = VkImageUsageFlags.ColorAttachment | VkImageUsageFlags.Sampled,
@@ -70,22 +72,22 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
ColorImageMemory = colorMem;
Vk.vkBindImageMemory(_device, ColorImage, ColorImageMemory, 0);
// Cube color view for sampling
var cubeColorViewInfo = new VkImageViewCreateInfo
// Cube array color view for sampling
var cubeArrayViewInfo = new VkImageViewCreateInfo
{
sType = VkStructureType.ImageViewCreateInfo,
image = ColorImage,
viewType = VkImageViewType.TypeCube,
viewType = VkImageViewType.TypeCubeArray,
format = VkFormat.R32Sfloat,
components = new VkComponentMapping { R = VkComponentSwizzle.Identity, G = VkComponentSwizzle.Identity, B = VkComponentSwizzle.Identity, A = VkComponentSwizzle.Identity },
subresourceRange = new VkImageSubresourceRange { AspectMask = VkImageAspectFlags.Color, BaseMipLevel = 0, LevelCount = 1, BaseArrayLayer = 0, LayerCount = 6 },
subresourceRange = new VkImageSubresourceRange { AspectMask = VkImageAspectFlags.Color, BaseMipLevel = 0, LevelCount = 1, BaseArrayLayer = 0, LayerCount = (uint)totalLayers },
};
var cubeCV = VkImageView.Null;
Vk.vkCreateImageView(_device, &cubeColorViewInfo, 0, &cubeCV);
CubeColorView = cubeCV;
var cubeArrayView = VkImageView.Null;
Vk.vkCreateImageView(_device, &cubeArrayViewInfo, 0, &cubeArrayView);
CubeArrayColorView = cubeArrayView;
// 6 face color views
for (int i = 0; i < 6; i++)
// Face color views for rendering
for (int i = 0; i < totalLayers; i++)
{
var faceViewInfo = new VkImageViewCreateInfo
{
@@ -101,7 +103,7 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
FaceColorViews[i] = fv;
}
// Depth cube (D32_SFLOAT) — for depth testing during shadow render
// Depth cube array (D32_SFLOAT)
var depthInfo = new VkImageCreateInfo
{
sType = VkStructureType.ImageCreateInfo,
@@ -110,7 +112,7 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
format = VkFormat.D32Sfloat,
extent = new VkExtent3D { Width = ShadowMapSize, Height = ShadowMapSize, Depth = 1 },
mipLevels = 1,
arrayLayers = 6,
arrayLayers = (uint)totalLayers,
samples = VkSampleCountFlags.Count1,
tiling = VkImageTiling.Optimal,
usage = VkImageUsageFlags.DepthStencilAttachment,
@@ -131,8 +133,8 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
DepthImageMemory = depthMem;
Vk.vkBindImageMemory(_device, DepthImage, DepthImageMemory, 0);
// 6 face depth views
for (int i = 0; i < 6; i++)
// Face depth views
for (int i = 0; i < totalLayers; i++)
{
var faceDepthViewInfo = new VkImageViewCreateInfo
{
@@ -323,7 +325,7 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
pDynamicStates = dynamicStates,
};
var pushConstantRange = new VkPushConstantRange { stageFlags = VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, offset = 0, size = 176 };
var pushConstantRange = new VkPushConstantRange { stageFlags = VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, offset = 0, size = 160 };
var layoutInfo = new VkPipelineLayoutCreateInfo
{
@@ -415,8 +417,8 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
if (PipelineLayout.Handle != 0) Vk.vkDestroyPipelineLayout(_device, PipelineLayout, 0);
if (VertModule.Handle != 0) Vk.vkDestroyShaderModule(_device, VertModule, 0);
if (ShadowSampler.Handle != 0) Vk.vkDestroySampler(_device, ShadowSampler, 0);
if (CubeColorView.Handle != 0) Vk.vkDestroyImageView(_device, CubeColorView, 0);
for (int i = 0; i < 6; i++)
if (CubeArrayColorView.Handle != 0) Vk.vkDestroyImageView(_device, CubeArrayColorView, 0);
for (int i = 0; i < MaxShadowLights * 6; i++)
{
if (FaceColorViews[i].Handle != 0) Vk.vkDestroyImageView(_device, FaceColorViews[i], 0);
if (FaceDepthViews[i].Handle != 0) Vk.vkDestroyImageView(_device, FaceDepthViews[i], 0);