feat: shadow mapping — depth-only render pass from light POV + PCF

- VulkanShadowMap.cs: 2048x2048 D32_SFLOAT image, sampler (clamp-to-border),
  separate shadow pipeline (depth-only, no color, depth bias enabled, CULL_NONE)
- Shadow shaders: shadow.vert (lightViewProj * model * pos), shadow.frag (empty)
- Main shaders updated: fragLightSpacePos output from vertex, PCF 3x3 in fragment
- Push constants expanded to 160B: model(64) + lightPos(16) + lightColor(16) + lightViewProj(64)
- 3 push constant ranges: Vertex(model), Fragment(light), Vertex|Fragment(lightViewProj)
- Descriptor set: 2 bindings — UBO(vp) + CombinedImageSampler(shadowMap)
- Shadow pass: before main pass, renders scene depth from light position
- Image transitions: shadow map UNDEFINED→DEPTH→SHADER_READ_ONLY each frame
- vkCmdSetDepthBias(1.25, 0, 1.75) for acne prevention
- Light VP: CreateLookAt(lightPos, origin, up) * Perspective(60°, 1.0, 0.1, 60)
- 0 validation errors on build
This commit is contained in:
emil28092005
2026-06-18 20:09:32 +03:00
parent 1dde764342
commit e6e305dfa9
13 changed files with 518 additions and 15 deletions
+101 -3
View File
@@ -13,6 +13,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
private readonly VulkanSwapchain _swapchain;
private readonly VulkanPipeline _pipeline;
private readonly VulkanFrameResources _frameResources;
private readonly VulkanShadowMap _shadowMap;
internal readonly VulkanImGui? _imGui;
private readonly Dictionary<ulong, (VulkanVertexBuffer vb, VulkanIndexBuffer ib, uint indexCount)> _meshCache = new();
@@ -39,6 +40,11 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
_frameResources = new VulkanFrameResources(ctx.Device, ctx.GraphicsQueueFamilyIndex,
swapchain.ImageCount, ctx, _pipeline.DescriptorSetLayout);
_shadowMap = new VulkanShadowMap(ctx.Device, ctx, _pipeline.DescriptorSetLayout);
for (int i = 0; i < VulkanFrameResources.MaxFramesInFlight; i++)
_frameResources.UpdateShadowDescriptor(i, _shadowMap.ShadowSampler, _shadowMap.DepthImageView);
_imGui = new VulkanImGui(ctx, _frameResources.CommandPool, swapchain.Format, swapchain.DepthFormat);
}
@@ -105,6 +111,13 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
var vpCopy = vp;
System.Buffer.MemoryCopy(&vpCopy, uboData, 64, 64);
// 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;
var drawCalls = new List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model)>();
world.Each((Entity e, ref Transform t, ref Mesh m) =>
@@ -123,10 +136,10 @@ 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, lightPos, lightColor);
Render(vp, drawCalls, uboData, lightPos, lightColor, lightViewProj);
}
private void Render(Matrix4x4 vp, List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model)> drawCalls, byte* uboData, Vector4 lightPos, Vector4 lightColor)
private void Render(Matrix4x4 vp, List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model)> drawCalls, byte* uboData, Vector4 lightPos, Vector4 lightColor, Matrix4x4 lightViewProj)
{
_frameResources.WaitFrame(_frameIndex);
@@ -138,7 +151,7 @@ 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, lightPos, lightColor);
Render(vp, drawCalls, uboData, lightPos, lightColor, lightViewProj);
return;
}
@@ -159,6 +172,86 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
};
Vk.vkBeginCommandBuffer(cmd, &beginInfo);
// === SHADOW PASS ===
TransitionImageLayoutDepth(cmd, _shadowMap.DepthImage,
VkImageLayout.Undefined, VkImageLayout.DepthStencilAttachmentOptimal,
0, 0, 0x100, 0x200);
var shadowDepthClear = new VkClearValue
{
DepthStencil = new VkClearDepthStencilValue { Depth = 1.0f, Stencil = 0 },
};
var shadowDepthAttachment = new VkRenderingAttachmentInfo
{
sType = VkStructureType.RenderingAttachmentInfo,
imageView = _shadowMap.DepthImageView,
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 = 0,
pColorAttachments = null,
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 },
};
Vk.vkCmdSetScissor(cmd, 0, 1, &shadowScissor);
Vk.vkCmdSetDepthBias(cmd, 1.25f, 0.0f, 1.75f);
foreach (var dc in drawCalls)
{
var vertexBuf = dc.vertexBuf;
ulong offset = 0;
Vk.vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuf, &offset);
Vk.vkCmdBindIndexBuffer(cmd, dc.indexBuf, 0, 1);
var model = dc.model;
Vk.vkCmdPushConstants(cmd, _shadowMap.PipelineLayout, VkShaderStageFlags.Vertex, 0, 64, &model);
var lvpCopy = lightViewProj;
Vk.vkCmdPushConstants(cmd, _shadowMap.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 96, 64, &lvpCopy);
Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
}
Vk.vkCmdEndRendering(cmd);
// Transition shadow map: depth attachment → shader read
TransitionImageLayoutDepth(cmd, _shadowMap.DepthImage,
VkImageLayout.DepthStencilAttachmentOptimal, VkImageLayout.ShaderReadOnlyOptimal,
0x100, 0x200, 0x8, 0x20);
// === MAIN PASS ===
TransitionImageLayout(cmd, _swapchain.Images[imageIndex],
VkImageLayout.Undefined, VkImageLayout.ColorAttachmentOptimal,
0, 0,
@@ -253,6 +346,10 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
var lcCopy = lightColor;
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Fragment, 80, 16, &lcCopy);
// Light view-proj at offset 96 (vertex + fragment)
var lvpCopy = lightViewProj;
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 96, 64, &lvpCopy);
Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
}
@@ -442,6 +539,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
}
_meshCache.Clear();
_shadowMap?.Dispose();
_imGui?.Dispose();
_frameResources?.Dispose();
_pipeline?.Dispose();