feat: cubemap shadow mapping — true omnidirectional point light shadows
- VulkanShadowMap: 1024x1024x6 layer D32_SFLOAT cube image - CubeCompatible flag, cube view for sampling, 6 face views for rendering - GetFaceViewProj: 6 directions (+X, -X, +Y, -Y, +Z, -Z) with correct up vectors - 6 shadow render passes per frame (one per cube face) - Fragment shader: samplerCube instead of sampler2D - Shadow: direction from light to fragment, distance comparison - No more perspective frustum limitation — omnidirectional shadows - shadow.vert: same push constant block (160B), uses lightViewProj per face - triangle.vert: removed fragLightSpacePos (not needed for cubemap) - Reduced shadow map size to 1024 (6x memory vs single 2048) - Floor/Grid excluded from shadow casting
This commit is contained in:
@@ -3,7 +3,6 @@
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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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@@ -11,7 +10,7 @@ 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(set = 0, binding = 1) uniform samplerCube shadowCube;
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layout(push_constant) uniform PC {
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mat4 model;
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@@ -64,31 +63,19 @@ 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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float calcShadow(vec3 worldPos, vec3 lightPos, 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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vec3 dir = worldPos - lightPos;
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float dist = length(dir);
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vec3 dirNorm = dir / max(dist, 0.001);
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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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// Sample cubemap: direction from light to fragment
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float closestDepth = texture(shadowCube, dirNorm).r;
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// closestDepth is in [0,1], map to world distance
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float mappedDepth = closestDepth * 60.0;
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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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float bias = max(0.05 * (1.0 - dot(N, L)), 0.005);
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return dist - bias < mappedDepth ? 1.0 : 0.0;
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}
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void main()
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@@ -111,8 +98,8 @@ 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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// Shadow from cubemap
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float shadow = calcShadow(fragWorldPos, lightPos, 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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Binary file not shown.
@@ -7,7 +7,6 @@ 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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@@ -26,5 +25,4 @@ void main() {
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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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Binary file not shown.
@@ -340,6 +340,12 @@ public enum VkAccessFlags2 : ulong
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ShaderWrite = 0x200000000,
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}
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public enum VkImageCreateFlags : uint
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{
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None = 0,
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CubeCompatible = 0x00000010,
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}
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public enum VkDynamicState : int
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{
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Viewport = 0,
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@@ -43,7 +43,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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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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_frameResources.UpdateShadowDescriptor(i, _shadowMap.ShadowSampler, _shadowMap.CubeImageView);
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_imGui = new VulkanImGui(ctx, _frameResources.CommandPool, swapchain.Format, swapchain.DepthFormat);
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}
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@@ -174,90 +174,97 @@ 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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// === SHADOW CUBEMAP PASSES (6 faces) ===
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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 lightPosVec = new Vector3(lightPos.X, lightPos.Y, lightPos.Z);
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var shadowDepthAttachment = new VkRenderingAttachmentInfo
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for (int face = 0; face < 6; face++)
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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 (faceView, faceProj) = VulkanShadowMap.GetFaceViewProj(lightPosVec, face);
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var faceViewProj = faceView * faceProj;
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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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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.FaceImageViews[face],
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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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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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};
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Vk.vkCmdSetScissor(cmd, 0, 1, &shadowScissor);
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Vk.vkCmdBeginRendering(cmd, &shadowRenderingInfo);
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Vk.vkCmdSetDepthBias(cmd, 1.25f, 0.0f, 1.75f);
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Vk.vkCmdBindPipeline(cmd, VkPipelineBindPoint.Graphics, _shadowMap.Pipeline);
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foreach (var dc in drawCalls)
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{
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if (!dc.castShadow) continue;
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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 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 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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var pcData = stackalloc byte[160];
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var modelCopy = dc.model;
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System.Buffer.MemoryCopy(&modelCopy, pcData, 64, 64);
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var lpCopy = lightPos;
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System.Buffer.MemoryCopy(&lpCopy, pcData + 64, 16, 16);
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var lcCopy = lightColor;
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System.Buffer.MemoryCopy(&lcCopy, pcData + 80, 16, 16);
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var lvpCopy = faceViewProj;
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System.Buffer.MemoryCopy(&lvpCopy, pcData + 96, 64, 64);
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Vk.vkCmdSetDepthBias(cmd, 1.25f, 0.0f, 1.75f);
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Vk.vkCmdPushConstants(cmd, _shadowMap.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 0, 160, pcData);
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foreach (var dc in drawCalls)
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{
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if (!dc.castShadow) continue;
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Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
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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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// Pack all push constants for shadow pass
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var pcData = stackalloc byte[160];
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var modelCopy = dc.model;
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System.Buffer.MemoryCopy(&modelCopy, pcData, 64, 64);
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var lpCopy = lightPos;
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System.Buffer.MemoryCopy(&lpCopy, pcData + 64, 16, 16);
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var lcCopy = lightColor;
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System.Buffer.MemoryCopy(&lcCopy, pcData + 80, 16, 16);
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var lvpCopy = lightViewProj;
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System.Buffer.MemoryCopy(&lvpCopy, pcData + 96, 64, 64);
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Vk.vkCmdPushConstants(cmd, _shadowMap.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 0, 160, pcData);
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Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
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Vk.vkCmdEndRendering(cmd);
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}
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Vk.vkCmdEndRendering(cmd);
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// Transition shadow map: depth attachment → shader read
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// Transition shadow cubemap: depth attachment → shader read
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TransitionImageLayoutDepth(cmd, _shadowMap.DepthImage,
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VkImageLayout.DepthStencilAttachmentOptimal, VkImageLayout.ShaderReadOnlyOptimal,
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0x100, 0x200, 0x8, 0x20);
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@@ -1,14 +1,16 @@
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using System.Runtime.InteropServices;
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using System.Numerics;
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namespace Engine.Graphics.Vulkan;
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internal sealed unsafe class VulkanShadowMap : IDisposable
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{
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public const uint ShadowMapSize = 2048;
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public const uint ShadowMapSize = 1024;
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public VkImage DepthImage;
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public VkDeviceMemory DepthImageMemory;
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public VkImageView DepthImageView;
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public VkImageView CubeImageView;
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public VkImageView[] FaceImageViews = new VkImageView[6];
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public VkSampler ShadowSampler;
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public VkPipeline Pipeline;
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public VkPipelineLayout PipelineLayout;
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@@ -23,23 +25,24 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
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_device = device;
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_ctx = ctx;
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CreateShadowImage();
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CreateShadowCubeImage();
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CreateShadowSampler();
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CreateShadowPipeline(descLayout);
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CreateShadowPipeline();
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Console.WriteLine("[Vulkan] Shadow map created (2048x2048 D32_SFLOAT)");
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Console.WriteLine("[Vulkan] Shadow cubemap created (1024x1024x6 D32_SFLOAT)");
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}
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private void CreateShadowImage()
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private void CreateShadowCubeImage()
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{
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var imageInfo = new VkImageCreateInfo
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{
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sType = VkStructureType.ImageCreateInfo,
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flags = (uint)VkImageCreateFlags.CubeCompatible,
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imageType = VkImageType.Type2D,
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format = VkFormat.D32Sfloat,
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extent = new VkExtent3D { Width = ShadowMapSize, Height = ShadowMapSize, Depth = 1 },
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mipLevels = 1,
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arrayLayers = 1,
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arrayLayers = 6,
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samples = VkSampleCountFlags.Count1,
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tiling = VkImageTiling.Optimal,
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usage = VkImageUsageFlags.DepthStencilAttachment | VkImageUsageFlags.Sampled,
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@@ -67,19 +70,38 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
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DepthImageMemory = mem;
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Vk.vkBindImageMemory(_device, DepthImage, DepthImageMemory, 0);
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var viewInfo = new VkImageViewCreateInfo
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// Cube view for sampling
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var cubeViewInfo = new VkImageViewCreateInfo
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{
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sType = VkStructureType.ImageViewCreateInfo,
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image = DepthImage,
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viewType = VkImageViewType.Type2D,
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viewType = VkImageViewType.TypeCube,
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format = VkFormat.D32Sfloat,
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components = new VkComponentMapping { R = VkComponentSwizzle.Identity, G = VkComponentSwizzle.Identity, B = VkComponentSwizzle.Identity, A = VkComponentSwizzle.Identity },
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subresourceRange = new VkImageSubresourceRange { AspectMask = VkImageAspectFlags.Depth, BaseMipLevel = 0, LevelCount = 1, BaseArrayLayer = 0, LayerCount = 1 },
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subresourceRange = new VkImageSubresourceRange { AspectMask = VkImageAspectFlags.Depth, BaseMipLevel = 0, LevelCount = 1, BaseArrayLayer = 0, LayerCount = 6 },
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};
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var view = VkImageView.Null;
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Vk.vkCreateImageView(_device, &viewInfo, 0, &view);
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DepthImageView = view;
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var cubeView = VkImageView.Null;
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Vk.vkCreateImageView(_device, &cubeViewInfo, 0, &cubeView);
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CubeImageView = cubeView;
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// 6 face views for rendering
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for (int i = 0; i < 6; i++)
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{
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var faceViewInfo = new VkImageViewCreateInfo
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{
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sType = VkStructureType.ImageViewCreateInfo,
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image = DepthImage,
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viewType = VkImageViewType.Type2D,
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format = VkFormat.D32Sfloat,
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components = new VkComponentMapping { R = VkComponentSwizzle.Identity, G = VkComponentSwizzle.Identity, B = VkComponentSwizzle.Identity, A = VkComponentSwizzle.Identity },
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subresourceRange = new VkImageSubresourceRange { AspectMask = VkImageAspectFlags.Depth, BaseMipLevel = 0, LevelCount = 1, BaseArrayLayer = (uint)i, LayerCount = 1 },
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};
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var faceView = VkImageView.Null;
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Vk.vkCreateImageView(_device, &faceViewInfo, 0, &faceView);
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FaceImageViews[i] = faceView;
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}
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}
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private void CreateShadowSampler()
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@@ -95,7 +117,7 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
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addressModeW = VkSamplerAddressMode.ClampToBorder,
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minLod = 0,
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maxLod = 1,
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borderColor = 1, // VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE
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borderColor = 1, // FLOAT_OPAQUE_WHITE
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};
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var samp = VkSampler.Null;
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@@ -103,7 +125,33 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
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ShadowSampler = samp;
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}
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private void CreateShadowPipeline(VkDescriptorSetLayout descLayout)
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public static (Matrix4x4 view, Matrix4x4 proj) GetFaceViewProj(Vector3 lightPos, int face)
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{
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 2f, 1.0f, 0.1f, 60f);
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proj.M22 *= -1;
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var target = lightPos;
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var up = Vector3.UnitY;
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target += face switch
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{
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0 => Vector3.UnitX,
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1 => -Vector3.UnitX,
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2 => Vector3.UnitY,
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3 => -Vector3.UnitY,
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4 => Vector3.UnitZ,
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5 => -Vector3.UnitZ,
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_ => Vector3.UnitZ,
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};
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if (face == 2) up = -Vector3.UnitZ;
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else if (face == 3) up = Vector3.UnitZ;
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var view = Matrix4x4.CreateLookAt(lightPos, target, up);
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return (view, proj);
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}
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private void CreateShadowPipeline()
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{
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var vertSpv = LoadShader("Shaders/shadow.vert.spv");
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var fragSpv = LoadShader("Shaders/shadow.frag.spv");
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@@ -296,7 +344,9 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
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if (PipelineLayout.Handle != 0) Vk.vkDestroyPipelineLayout(_device, PipelineLayout, 0);
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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 (CubeImageView.Handle != 0) Vk.vkDestroyImageView(_device, CubeImageView, 0);
|
||||
for (int i = 0; i < 6; i++)
|
||||
if (FaceImageViews[i].Handle != 0) Vk.vkDestroyImageView(_device, FaceImageViews[i], 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