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:
@@ -0,0 +1,4 @@
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#version 450
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void main() {
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}
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@@ -0,0 +1,14 @@
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(push_constant) uniform PC {
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mat4 model;
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vec4 lightPos;
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vec4 lightColor;
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mat4 lightViewProj;
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} pc;
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void main() {
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gl_Position = pc.lightViewProj * pc.model * vec4(inPosition, 1.0);
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}
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@@ -3,6 +3,7 @@
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layout(location = 0) in vec3 fragWorldPos;
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layout(location = 1) in vec3 fragNormal;
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layout(location = 2) in vec3 fragAlbedo;
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layout(location = 3) in vec4 fragLightSpacePos;
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layout(location = 0) out vec4 outColor;
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@@ -10,10 +11,13 @@ layout(set = 0, binding = 0) uniform CameraUBO {
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mat4 vp;
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};
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layout(set = 0, binding = 1) uniform sampler2D shadowMap;
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layout(push_constant) uniform PC {
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mat4 model;
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vec4 lightPos;
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vec4 lightColor;
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mat4 lightViewProj;
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} pc;
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const vec3 AMBIENT = vec3(0.01, 0.01, 0.02);
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@@ -60,6 +64,33 @@ vec3 acesTonemap(vec3 color)
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return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
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}
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float calcShadow(vec4 lightSpacePos, vec3 N, vec3 L)
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{
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vec3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
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projCoords = projCoords * 0.5 + 0.5;
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if (projCoords.x < 0.0 || projCoords.x > 1.0) return 1.0;
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if (projCoords.y < 0.0 || projCoords.y > 1.0) return 1.0;
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if (projCoords.z > 1.0) return 1.0;
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float bias = max(0.005 * (1.0 - dot(N, L)), 0.0005);
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float currentDepth = projCoords.z;
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// PCF 3x3
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float shadow = 0.0;
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vec2 texelSize = 1.0 / vec2(2048.0, 2048.0);
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for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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float closestDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
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shadow += currentDepth - bias > closestDepth ? 0.0 : 1.0;
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}
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}
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shadow /= 9.0;
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return shadow;
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}
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void main()
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{
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vec3 N = normalize(fragNormal);
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@@ -68,8 +99,6 @@ void main()
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float roughness = 0.5;
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float metallic = 0.1;
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vec3 color = AMBIENT * albedo;
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vec3 lightPos = pc.lightPos.xyz;
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float lightIntensity = pc.lightPos.w;
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vec3 lightColor = pc.lightColor.xyz;
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@@ -82,6 +111,9 @@ void main()
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float attenuation = pow(clamp(1.0 - dist / max(lightRange, 0.001), 0.0, 1.0), 2.0);
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vec3 radiance = lightColor * lightIntensity * attenuation;
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// Shadow
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float shadow = calcShadow(fragLightSpacePos, N, L);
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vec3 H = normalize(V + L);
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vec3 F0 = mix(vec3(0.04), albedo, metallic);
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@@ -97,7 +129,9 @@ void main()
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vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
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float NdotL = max(dot(N, L), 0.0);
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color += (kD * albedo / PI + specular) * radiance * NdotL;
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vec3 lighting = (kD * albedo / PI + specular) * radiance * NdotL * shadow;
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vec3 color = AMBIENT * albedo + lighting;
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color = acesTonemap(color);
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color = pow(color, vec3(1.0 / 2.2));
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@@ -7,6 +7,7 @@ layout(location = 2) in vec3 inNormal;
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layout(location = 0) out vec3 fragWorldPos;
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layout(location = 1) out vec3 fragNormal;
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layout(location = 2) out vec3 fragAlbedo;
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layout(location = 3) out vec4 fragLightSpacePos;
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layout(set = 0, binding = 0) uniform CameraUBO {
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mat4 vp;
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@@ -16,13 +17,14 @@ layout(push_constant) uniform PC {
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mat4 model;
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vec4 lightPos;
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vec4 lightColor;
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mat4 lightViewProj;
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} pc;
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void main() {
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vec4 worldPos = pc.model * vec4(inPosition, 1.0);
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gl_Position = pc.model * vec4(inPosition, 1.0);
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gl_Position = vp * worldPos;
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fragWorldPos = worldPos.xyz;
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fragNormal = mat3(pc.model) * inNormal;
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fragAlbedo = inColor;
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fragLightSpacePos = pc.lightViewProj * worldPos;
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}
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@@ -64,6 +64,7 @@ internal static unsafe class Vk
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public delegate void VkCmdDraw(VkCommandBuffer commandBuffer, uint vertexCount, uint instanceCount, uint firstVertex, uint firstInstance);
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public delegate void VkCmdDrawIndexed(VkCommandBuffer commandBuffer, uint indexCount, uint instanceCount, uint firstIndex, int vertexOffset, uint firstInstance);
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public delegate void VkCmdBindIndexBuffer(VkCommandBuffer commandBuffer, VkBuffer buffer, ulong offset, int indexType);
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public delegate void VkCmdSetDepthBias(VkCommandBuffer commandBuffer, float depthBiasConstantFactor, float depthBiasClamp, float depthBiasSlopeFactor);
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public delegate void VkCmdBeginRendering(VkCommandBuffer commandBuffer, VkRenderingInfo* pRenderingInfo);
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public delegate void VkCmdEndRendering(VkCommandBuffer commandBuffer);
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public delegate void VkCmdPipelineBarrier2(VkCommandBuffer commandBuffer, VkDependencyInfo* pDependencyInfo);
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@@ -148,6 +149,7 @@ internal static unsafe class Vk
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public static VkCmdDraw vkCmdDraw;
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public static VkCmdDrawIndexed vkCmdDrawIndexed;
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public static VkCmdBindIndexBuffer vkCmdBindIndexBuffer;
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public static VkCmdSetDepthBias vkCmdSetDepthBias;
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public static VkCmdBeginRendering vkCmdBeginRendering;
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public static VkCmdEndRendering vkCmdEndRendering;
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public static VkCmdPipelineBarrier2 vkCmdPipelineBarrier2;
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@@ -239,6 +241,7 @@ internal static unsafe class Vk
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vkCmdDraw = LoadDev<VkCmdDraw>(p, "vkCmdDraw");
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vkCmdDrawIndexed = LoadDev<VkCmdDrawIndexed>(p, "vkCmdDrawIndexed");
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vkCmdBindIndexBuffer = LoadDev<VkCmdBindIndexBuffer>(p, "vkCmdBindIndexBuffer");
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vkCmdSetDepthBias = LoadDev<VkCmdSetDepthBias>(p, "vkCmdSetDepthBias");
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vkCmdBeginRendering = LoadDev<VkCmdBeginRendering>(p, "vkCmdBeginRendering");
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vkCmdEndRendering = LoadDev<VkCmdEndRendering>(p, "vkCmdEndRendering");
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vkCmdPipelineBarrier2 = LoadDev<VkCmdPipelineBarrier2>(p, "vkCmdPipelineBarrier2");
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@@ -140,19 +140,25 @@ internal sealed unsafe class VulkanFrameResources : IDisposable
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private void CreateDescriptorPoolAndSets(VkDescriptorSetLayout layout)
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{
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var poolSize = new VkDescriptorPoolSize
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var poolSizes = stackalloc VkDescriptorPoolSize[2];
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poolSizes[0] = new VkDescriptorPoolSize
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{
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type = VkDescriptorType.UniformBuffer,
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descriptorCount = MaxFramesInFlight,
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};
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poolSizes[1] = new VkDescriptorPoolSize
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{
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type = VkDescriptorType.CombinedImageSampler,
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descriptorCount = MaxFramesInFlight,
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};
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var poolInfo = new VkDescriptorPoolCreateInfo
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{
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sType = VkStructureType.DescriptorPoolCreateInfo,
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flags = VkDescriptorPoolCreateFlags.FreeDescriptorSet,
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maxSets = MaxFramesInFlight,
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poolSizeCount = 1,
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pPoolSizes = &poolSize,
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poolSizeCount = 2,
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pPoolSizes = poolSizes,
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};
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var descPool = VkDescriptorPool.Null;
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@@ -204,6 +210,29 @@ internal sealed unsafe class VulkanFrameResources : IDisposable
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}
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}
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public void UpdateShadowDescriptor(int frameIndex, VkSampler sampler, VkImageView shadowView)
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{
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var imageInfo = new VkDescriptorImageInfo
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{
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sampler = sampler,
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imageView = shadowView,
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imageLayout = VkImageLayout.ShaderReadOnlyOptimal,
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};
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var write = new VkWriteDescriptorSet
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{
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sType = VkStructureType.WriteDescriptorSet,
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dstSet = DescriptorSets[frameIndex],
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dstBinding = 1,
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dstArrayElement = 0,
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descriptorCount = 1,
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descriptorType = VkDescriptorType.CombinedImageSampler,
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pImageInfo = (nint)(&imageInfo),
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};
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Vk.vkUpdateDescriptorSets(_device, 1, &write, 0, 0);
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}
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public void UpdateUbo(int frameIndex, void* data, ulong size)
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{
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void* pData = null;
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@@ -150,7 +150,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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pDynamicStates = dynamicStates,
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};
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var pushConstantRanges = stackalloc VkPushConstantRange[2];
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var pushConstantRanges = stackalloc VkPushConstantRange[3];
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pushConstantRanges[0] = new VkPushConstantRange
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{
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stageFlags = VkShaderStageFlags.Vertex,
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@@ -163,6 +163,12 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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offset = 64,
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size = 32,
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};
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pushConstantRanges[2] = new VkPushConstantRange
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{
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stageFlags = VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment,
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offset = 96,
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size = 64,
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};
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var descLayout = DescriptorSetLayout;
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var layoutInfo = new VkPipelineLayoutCreateInfo
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@@ -170,7 +176,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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sType = VkStructureType.PipelineLayoutCreateInfo,
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setLayoutCount = 1,
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pSetLayouts = &descLayout,
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pushConstantRangeCount = 2,
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pushConstantRangeCount = 3,
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pPushConstantRanges = (nint)pushConstantRanges,
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};
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@@ -221,19 +227,27 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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private void CreateDescriptorSetLayout()
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{
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var binding = new VkDescriptorSetLayoutBinding
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var bindings = stackalloc VkDescriptorSetLayoutBinding[2];
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bindings[0] = new VkDescriptorSetLayoutBinding
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{
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binding = 0,
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descriptorType = VkDescriptorType.UniformBuffer,
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descriptorCount = 1,
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stageFlags = VkShaderStageFlags.Vertex,
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};
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bindings[1] = new VkDescriptorSetLayoutBinding
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{
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binding = 1,
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descriptorType = VkDescriptorType.CombinedImageSampler,
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descriptorCount = 1,
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stageFlags = VkShaderStageFlags.Fragment,
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};
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var info = new VkDescriptorSetLayoutCreateInfo
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{
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sType = VkStructureType.DescriptorSetLayoutCreateInfo,
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bindingCount = 1,
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pBindings = &binding,
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bindingCount = 2,
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pBindings = bindings,
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};
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var descLayout = VkDescriptorSetLayout.Null;
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@@ -13,6 +13,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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private readonly VulkanSwapchain _swapchain;
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private readonly VulkanPipeline _pipeline;
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private readonly VulkanFrameResources _frameResources;
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private readonly VulkanShadowMap _shadowMap;
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internal readonly VulkanImGui? _imGui;
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private readonly Dictionary<ulong, (VulkanVertexBuffer vb, VulkanIndexBuffer ib, uint indexCount)> _meshCache = new();
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@@ -39,6 +40,11 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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_frameResources = new VulkanFrameResources(ctx.Device, ctx.GraphicsQueueFamilyIndex,
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swapchain.ImageCount, ctx, _pipeline.DescriptorSetLayout);
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_shadowMap = new VulkanShadowMap(ctx.Device, ctx, _pipeline.DescriptorSetLayout);
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for (int i = 0; i < VulkanFrameResources.MaxFramesInFlight; i++)
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_frameResources.UpdateShadowDescriptor(i, _shadowMap.ShadowSampler, _shadowMap.DepthImageView);
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_imGui = new VulkanImGui(ctx, _frameResources.CommandPool, swapchain.Format, swapchain.DepthFormat);
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}
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@@ -105,6 +111,13 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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var vpCopy = vp;
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System.Buffer.MemoryCopy(&vpCopy, uboData, 64, 64);
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// Compute light view-projection matrix for shadow mapping
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var lightPosVec = new Vector3(lightPos.X, lightPos.Y, lightPos.Z);
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var lightView = Matrix4x4.CreateLookAt(lightPosVec, Vector3.Zero, Vector3.UnitY);
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var lightProj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 1.0f, 0.1f, 60f);
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lightProj.M22 *= -1;
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var lightViewProj = lightView * lightProj;
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var drawCalls = new List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model)>();
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world.Each((Entity e, ref Transform t, ref Mesh m) =>
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@@ -123,10 +136,10 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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drawCalls.Add((entry.vb.Buffer, entry.ib.Buffer, entry.indexCount, t.GetMatrix()));
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});
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Render(vp, drawCalls, uboData, lightPos, lightColor);
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Render(vp, drawCalls, uboData, lightPos, lightColor, lightViewProj);
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}
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private void Render(Matrix4x4 vp, List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model)> drawCalls, byte* uboData, Vector4 lightPos, Vector4 lightColor)
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private void Render(Matrix4x4 vp, List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model)> drawCalls, byte* uboData, Vector4 lightPos, Vector4 lightColor, Matrix4x4 lightViewProj)
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{
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_frameResources.WaitFrame(_frameIndex);
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@@ -138,7 +151,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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{
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_swapchain.Recreate(_ctx.SurfaceExtent.Width == 0 ? 1280 : (int)_ctx.SurfaceExtent.Width,
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_ctx.SurfaceExtent.Height == 0 ? 720 : (int)_ctx.SurfaceExtent.Height);
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Render(vp, drawCalls, uboData, lightPos, lightColor);
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Render(vp, drawCalls, uboData, lightPos, lightColor, lightViewProj);
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return;
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}
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@@ -159,6 +172,86 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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};
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Vk.vkBeginCommandBuffer(cmd, &beginInfo);
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// === SHADOW PASS ===
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TransitionImageLayoutDepth(cmd, _shadowMap.DepthImage,
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VkImageLayout.Undefined, VkImageLayout.DepthStencilAttachmentOptimal,
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0, 0, 0x100, 0x200);
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var shadowDepthClear = new VkClearValue
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{
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DepthStencil = new VkClearDepthStencilValue { Depth = 1.0f, Stencil = 0 },
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};
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var shadowDepthAttachment = new VkRenderingAttachmentInfo
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{
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sType = VkStructureType.RenderingAttachmentInfo,
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imageView = _shadowMap.DepthImageView,
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imageLayout = VkImageLayout.DepthStencilAttachmentOptimal,
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loadOp = VkAttachmentLoadOp.Clear,
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storeOp = VkAttachmentStoreOp.Store,
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clearValue = shadowDepthClear,
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};
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var shadowRenderingInfo = new VkRenderingInfo
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{
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sType = VkStructureType.RenderingInfo,
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renderArea = new VkRect2D
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{
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Offset = new VkOffset2D { X = 0, Y = 0 },
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Extent = new VkExtent2D { Width = VulkanShadowMap.ShadowMapSize, Height = VulkanShadowMap.ShadowMapSize },
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},
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layerCount = 1,
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colorAttachmentCount = 0,
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pColorAttachments = null,
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pDepthAttachment = &shadowDepthAttachment,
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};
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Vk.vkCmdBeginRendering(cmd, &shadowRenderingInfo);
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Vk.vkCmdBindPipeline(cmd, VkPipelineBindPoint.Graphics, _shadowMap.Pipeline);
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var shadowViewport = new VkViewport
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{
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X = 0, Y = 0,
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Width = VulkanShadowMap.ShadowMapSize,
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Height = VulkanShadowMap.ShadowMapSize,
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MinDepth = 0, MaxDepth = 1,
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};
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Vk.vkCmdSetViewport(cmd, 0, 1, &shadowViewport);
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var shadowScissor = new VkRect2D
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{
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Offset = new VkOffset2D { X = 0, Y = 0 },
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Extent = new VkExtent2D { Width = VulkanShadowMap.ShadowMapSize, Height = VulkanShadowMap.ShadowMapSize },
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};
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Vk.vkCmdSetScissor(cmd, 0, 1, &shadowScissor);
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Vk.vkCmdSetDepthBias(cmd, 1.25f, 0.0f, 1.75f);
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foreach (var dc in drawCalls)
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{
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var vertexBuf = dc.vertexBuf;
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ulong offset = 0;
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Vk.vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuf, &offset);
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Vk.vkCmdBindIndexBuffer(cmd, dc.indexBuf, 0, 1);
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var model = dc.model;
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Vk.vkCmdPushConstants(cmd, _shadowMap.PipelineLayout, VkShaderStageFlags.Vertex, 0, 64, &model);
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var lvpCopy = lightViewProj;
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Vk.vkCmdPushConstants(cmd, _shadowMap.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 96, 64, &lvpCopy);
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Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
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}
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Vk.vkCmdEndRendering(cmd);
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|
||||
// 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();
|
||||
|
||||
@@ -0,0 +1,305 @@
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Engine.Graphics.Vulkan;
|
||||
|
||||
internal sealed unsafe class VulkanShadowMap : IDisposable
|
||||
{
|
||||
public const uint ShadowMapSize = 2048;
|
||||
|
||||
public VkImage DepthImage;
|
||||
public VkDeviceMemory DepthImageMemory;
|
||||
public VkImageView DepthImageView;
|
||||
public VkSampler ShadowSampler;
|
||||
public VkPipeline Pipeline;
|
||||
public VkPipelineLayout PipelineLayout;
|
||||
public VkShaderModule VertModule;
|
||||
|
||||
private readonly VkDevice _device;
|
||||
private readonly VulkanContext _ctx;
|
||||
private bool _disposed;
|
||||
|
||||
public VulkanShadowMap(VkDevice device, VulkanContext ctx, VkDescriptorSetLayout descLayout)
|
||||
{
|
||||
_device = device;
|
||||
_ctx = ctx;
|
||||
|
||||
CreateShadowImage();
|
||||
CreateShadowSampler();
|
||||
CreateShadowPipeline(descLayout);
|
||||
|
||||
Console.WriteLine("[Vulkan] Shadow map created (2048x2048 D32_SFLOAT)");
|
||||
}
|
||||
|
||||
private void CreateShadowImage()
|
||||
{
|
||||
var imageInfo = new VkImageCreateInfo
|
||||
{
|
||||
sType = VkStructureType.ImageCreateInfo,
|
||||
imageType = VkImageType.Type2D,
|
||||
format = VkFormat.D32Sfloat,
|
||||
extent = new VkExtent3D { Width = ShadowMapSize, Height = ShadowMapSize, Depth = 1 },
|
||||
mipLevels = 1,
|
||||
arrayLayers = 1,
|
||||
samples = VkSampleCountFlags.Count1,
|
||||
tiling = VkImageTiling.Optimal,
|
||||
usage = VkImageUsageFlags.DepthStencilAttachment | VkImageUsageFlags.Sampled,
|
||||
sharingMode = VkSharingMode.Exclusive,
|
||||
initialLayout = VkImageLayout.Undefined,
|
||||
};
|
||||
|
||||
var img = VkImage.Null;
|
||||
Vk.vkCreateImage(_device, &imageInfo, 0, &img);
|
||||
DepthImage = img;
|
||||
|
||||
var reqs = new VkMemoryRequirements();
|
||||
Vk.vkGetImageMemoryRequirements(_device, DepthImage, &reqs);
|
||||
var memTypeIndex = _ctx.FindMemoryType(reqs.memoryTypeBits, VkMemoryPropertyFlags.DeviceLocal);
|
||||
|
||||
var allocInfo = new VkMemoryAllocateInfo
|
||||
{
|
||||
sType = VkStructureType.MemoryAllocateInfo,
|
||||
allocationSize = reqs.size,
|
||||
memoryTypeIndex = memTypeIndex,
|
||||
};
|
||||
|
||||
var mem = VkDeviceMemory.Null;
|
||||
Vk.vkAllocateMemory(_device, &allocInfo, 0, &mem);
|
||||
DepthImageMemory = mem;
|
||||
Vk.vkBindImageMemory(_device, DepthImage, DepthImageMemory, 0);
|
||||
|
||||
var viewInfo = new VkImageViewCreateInfo
|
||||
{
|
||||
sType = VkStructureType.ImageViewCreateInfo,
|
||||
image = DepthImage,
|
||||
viewType = VkImageViewType.Type2D,
|
||||
format = VkFormat.D32Sfloat,
|
||||
components = new VkComponentMapping { R = VkComponentSwizzle.Identity, G = VkComponentSwizzle.Identity, B = VkComponentSwizzle.Identity, A = VkComponentSwizzle.Identity },
|
||||
subresourceRange = new VkImageSubresourceRange { AspectMask = VkImageAspectFlags.Depth, BaseMipLevel = 0, LevelCount = 1, BaseArrayLayer = 0, LayerCount = 1 },
|
||||
};
|
||||
|
||||
var view = VkImageView.Null;
|
||||
Vk.vkCreateImageView(_device, &viewInfo, 0, &view);
|
||||
DepthImageView = view;
|
||||
}
|
||||
|
||||
private void CreateShadowSampler()
|
||||
{
|
||||
var samplerInfo = new VkSamplerCreateInfo
|
||||
{
|
||||
sType = VkStructureType.SamplerCreateInfo,
|
||||
magFilter = VkFilter.Linear,
|
||||
minFilter = VkFilter.Linear,
|
||||
mipmapMode = VkSamplerMipmapMode.Linear,
|
||||
addressModeU = VkSamplerAddressMode.ClampToBorder,
|
||||
addressModeV = VkSamplerAddressMode.ClampToBorder,
|
||||
addressModeW = VkSamplerAddressMode.ClampToBorder,
|
||||
minLod = 0,
|
||||
maxLod = 1,
|
||||
borderColor = 1, // VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE
|
||||
};
|
||||
|
||||
var samp = VkSampler.Null;
|
||||
Vk.vkCreateSampler(_device, &samplerInfo, 0, &samp);
|
||||
ShadowSampler = samp;
|
||||
}
|
||||
|
||||
private void CreateShadowPipeline(VkDescriptorSetLayout descLayout)
|
||||
{
|
||||
var vertSpv = LoadShader("Shaders/shadow.vert.spv");
|
||||
var fragSpv = LoadShader("Shaders/shadow.frag.spv");
|
||||
VertModule = CreateShaderModule(vertSpv);
|
||||
var fragModule = CreateShaderModule(fragSpv);
|
||||
|
||||
fixed (byte* pName = "main\0"u8)
|
||||
{
|
||||
var stages = stackalloc VkPipelineShaderStageCreateInfo[2];
|
||||
stages[0] = new VkPipelineShaderStageCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineShaderStageCreateInfo,
|
||||
stage = VkShaderStageFlags.Vertex,
|
||||
module = VertModule,
|
||||
pName = pName,
|
||||
};
|
||||
stages[1] = new VkPipelineShaderStageCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineShaderStageCreateInfo,
|
||||
stage = VkShaderStageFlags.Fragment,
|
||||
module = fragModule,
|
||||
pName = pName,
|
||||
};
|
||||
|
||||
var bindings = stackalloc VkVertexInputBindingDescription[1];
|
||||
bindings[0] = new VkVertexInputBindingDescription { binding = 0, stride = (uint)sizeof(Engine.Core.Vertex), inputRate = VkVertexInputRate.Vertex };
|
||||
|
||||
var attributes = stackalloc VkVertexInputAttributeDescription[1];
|
||||
attributes[0] = new VkVertexInputAttributeDescription { location = 0, binding = 0, format = VkFormat.R32G32B32Sfloat, offset = 0 };
|
||||
|
||||
var vertexInputState = new VkPipelineVertexInputStateCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineVertexInputStateCreateInfo,
|
||||
vertexBindingDescriptionCount = 1,
|
||||
pVertexBindingDescriptions = bindings,
|
||||
vertexAttributeDescriptionCount = 1,
|
||||
pVertexAttributeDescriptions = attributes,
|
||||
};
|
||||
|
||||
var inputAssemblyState = new VkPipelineInputAssemblyStateCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineInputAssemblyStateCreateInfo,
|
||||
topology = VkPrimitiveTopology.TriangleList,
|
||||
primitiveRestartEnable = VkBool32.False,
|
||||
};
|
||||
|
||||
var viewportState = new VkPipelineViewportStateCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineViewportStateCreateInfo,
|
||||
viewportCount = 1,
|
||||
scissorCount = 1,
|
||||
};
|
||||
|
||||
var rasterizationState = new VkPipelineRasterizationStateCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineRasterizationStateCreateInfo,
|
||||
depthClampEnable = VkBool32.False,
|
||||
rasterizerDiscardEnable = VkBool32.False,
|
||||
polygonMode = VkPolygonMode.Fill,
|
||||
cullMode = VkCullModeFlags.None,
|
||||
frontFace = VkFrontFace.CounterClockwise,
|
||||
depthBiasEnable = VkBool32.True,
|
||||
lineWidth = 1.0f,
|
||||
};
|
||||
|
||||
var multisampleState = new VkPipelineMultisampleStateCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineMultisampleStateCreateInfo,
|
||||
rasterizationSamples = VkSampleCountFlags.Count1,
|
||||
};
|
||||
|
||||
var depthStencilState = new VkPipelineDepthStencilStateCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineDepthStencilStateCreateInfo,
|
||||
depthTestEnable = VkBool32.True,
|
||||
depthWriteEnable = VkBool32.True,
|
||||
depthCompareOp = VkCompareOp.LessOrEqual,
|
||||
depthBoundsTestEnable = VkBool32.False,
|
||||
stencilTestEnable = VkBool32.False,
|
||||
};
|
||||
|
||||
var colorBlendState = new VkPipelineColorBlendStateCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineColorBlendStateCreateInfo,
|
||||
logicOpEnable = VkBool32.False,
|
||||
attachmentCount = 0,
|
||||
pAttachments = null,
|
||||
};
|
||||
|
||||
var dynamicStates = stackalloc VkDynamicState[3];
|
||||
dynamicStates[0] = VkDynamicState.Viewport;
|
||||
dynamicStates[1] = VkDynamicState.Scissor;
|
||||
dynamicStates[2] = VkDynamicState.DepthBias;
|
||||
|
||||
var dynamicState = new VkPipelineDynamicStateCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineDynamicStateCreateInfo,
|
||||
dynamicStateCount = 3,
|
||||
pDynamicStates = dynamicStates,
|
||||
};
|
||||
|
||||
var pushConstantRanges = stackalloc VkPushConstantRange[2];
|
||||
pushConstantRanges[0] = new VkPushConstantRange { stageFlags = VkShaderStageFlags.Vertex, offset = 0, size = 64 };
|
||||
pushConstantRanges[1] = new VkPushConstantRange { stageFlags = VkShaderStageFlags.Fragment, offset = 64, size = 96 };
|
||||
|
||||
var layoutInfo = new VkPipelineLayoutCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineLayoutCreateInfo,
|
||||
setLayoutCount = 0,
|
||||
pushConstantRangeCount = 2,
|
||||
pPushConstantRanges = (nint)pushConstantRanges,
|
||||
};
|
||||
|
||||
var pl = VkPipelineLayout.Null;
|
||||
Vk.vkCreatePipelineLayout(_device, &layoutInfo, 0, &pl);
|
||||
PipelineLayout = pl;
|
||||
|
||||
var depthFormat = VkFormat.D32Sfloat;
|
||||
var renderingInfo = new VkPipelineRenderingCreateInfo
|
||||
{
|
||||
sType = VkStructureType.PipelineRenderingCreateInfo,
|
||||
colorAttachmentCount = 0,
|
||||
pColorAttachmentFormats = null,
|
||||
depthAttachmentFormat = depthFormat,
|
||||
};
|
||||
|
||||
var pipelineInfo = new VkGraphicsPipelineCreateInfo
|
||||
{
|
||||
sType = VkStructureType.GraphicsPipelineCreateInfo,
|
||||
pNext = (nint)(&renderingInfo),
|
||||
stageCount = 2,
|
||||
pStages = stages,
|
||||
pVertexInputState = &vertexInputState,
|
||||
pInputAssemblyState = &inputAssemblyState,
|
||||
pViewportState = &viewportState,
|
||||
pRasterizationState = &rasterizationState,
|
||||
pMultisampleState = &multisampleState,
|
||||
pDepthStencilState = &depthStencilState,
|
||||
pColorBlendState = &colorBlendState,
|
||||
pDynamicState = &dynamicState,
|
||||
layout = PipelineLayout,
|
||||
renderPass = new VkRenderPass { Handle = 0 },
|
||||
subpass = 0,
|
||||
};
|
||||
|
||||
var pp = VkPipeline.Null;
|
||||
Vk.vkCreateGraphicsPipelines(_device, 0, 1, &pipelineInfo, 0, &pp);
|
||||
Pipeline = pp;
|
||||
|
||||
Vk.vkDestroyShaderModule(_device, fragModule, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private VkShaderModule CreateShaderModule(byte[] spv)
|
||||
{
|
||||
fixed (byte* pCode = spv)
|
||||
{
|
||||
var info = new VkShaderModuleCreateInfo
|
||||
{
|
||||
sType = VkStructureType.ShaderModuleCreateInfo,
|
||||
codeSize = (nuint)spv.Length,
|
||||
pCode = (uint*)pCode,
|
||||
};
|
||||
var module = VkShaderModule.Null;
|
||||
Vk.vkCreateShaderModule(_device, &info, 0, &module);
|
||||
return module;
|
||||
}
|
||||
}
|
||||
|
||||
private static byte[] LoadShader(string path)
|
||||
{
|
||||
if (!File.Exists(path))
|
||||
{
|
||||
var altPath = Path.Combine(AppContext.BaseDirectory, path);
|
||||
if (!File.Exists(altPath))
|
||||
{
|
||||
altPath = Path.Combine(AppContext.BaseDirectory, "Shaders", Path.GetFileName(path));
|
||||
if (!File.Exists(altPath))
|
||||
throw new FileNotFoundException($"Shader file not found: {path}");
|
||||
}
|
||||
return File.ReadAllBytes(altPath);
|
||||
}
|
||||
return File.ReadAllBytes(path);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
|
||||
if (Pipeline.Handle != 0) Vk.vkDestroyPipeline(_device, Pipeline, 0);
|
||||
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 (DepthImageView.Handle != 0) Vk.vkDestroyImageView(_device, DepthImageView, 0);
|
||||
if (DepthImage.Handle != 0) Vk.vkDestroyImage(_device, DepthImage, 0);
|
||||
if (DepthImageMemory.Handle != 0) Vk.vkFreeMemory(_device, DepthImageMemory, 0);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user