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
+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);
}