feat: basic shadow map + renderdoc labels

This commit is contained in:
2026-10-11 01:02:26 +02:00
parent 4bf87bd91b
commit 95d1497169
36 changed files with 880 additions and 228 deletions
@@ -0,0 +1,265 @@
#include <destrum/Graphics/Pipelines/ShadowMapPipeline.h>
#include <array>
#include <cassert>
#include <cmath>
#include <stdexcept>
#include <glm/gtc/matrix_transform.hpp>
#include <destrum/FS/AssetFS.h>
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/RenderResources.h>
#include <destrum/Graphics/Caches/MeshCache.h>
#include <destrum/Graphics/Util.h>
#include "volk.h"
#include "spdlog/spdlog.h"
void ShadowMapPipeline::init(GfxDevice& gfxDevice, RenderResources& resources)
{
try
{
const auto vertexShader =
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/shadow.vert");
const auto bufferRange = VkPushConstantRange{
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
.offset = 0,
.size = sizeof(PushConstants),
};
const auto pushConstantRanges = std::array{bufferRange};
const auto layouts = std::array{
resources.getBindlessDescSetLayout()
};
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = static_cast<std::uint32_t>(layouts.size());
pipelineLayoutInfo.pSetLayouts = layouts.data();
pipelineLayoutInfo.pushConstantRangeCount = static_cast<std::uint32_t>(pushConstantRanges.size());
pipelineLayoutInfo.pPushConstantRanges = pushConstantRanges.data();
if (vkCreatePipelineLayout(
gfxDevice.getDevice(),
&pipelineLayoutInfo,
nullptr,
&m_pipelineLayout) != VK_SUCCESS)
{
throw std::runtime_error("Could not create shadow map pipeline layout");
}
PipelineConfigInfo pipelineConfig{};
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
pipelineConfig.name = "Shadow Map Pipeline";
pipelineConfig.pipelineLayout = m_pipelineLayout;
pipelineConfig.vertexAttributeDescriptions = {};
pipelineConfig.vertexBindingDescriptions = {};
pipelineConfig.colorAttachments = {};
pipelineConfig.colorBlendInfo.attachmentCount = 0;
pipelineConfig.depthAttachment = shadowMapFormat;
// the light projection isn't Y flipped like the camera's, so the winding is mirrored
pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_NONE;
pipelineConfig.rasterizationInfo.depthBiasEnable = VK_TRUE;
pipelineConfig.rasterizationInfo.depthBiasConstantFactor = 0.0f;
pipelineConfig.rasterizationInfo.depthBiasSlopeFactor = 2.0f;
m_pipeline = std::make_unique<Pipeline>(
gfxDevice,
vertexShader.string(),
"",
pipelineConfig
);
const auto createInfo = vkutil::CreateImageInfo{
.format = shadowMapFormat,
.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
.extent = VkExtent3D{SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 1},
};
shadowMapId = resources.createImage(gfxDevice, createInfo, "shadow map", nullptr, shadowMapId);
spdlog::info("Created {0}x{0} shadow map with id {1}", SHADOW_MAP_SIZE, shadowMapId);
}
catch (...)
{
cleanup(gfxDevice.getDevice());
throw;
}
}
void ShadowMapPipeline::cleanup(VkDevice device)
{
m_pipeline.reset();
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE)
{
vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
}
m_pipelineLayout = VK_NULL_HANDLE;
shadowMapId = NULL_IMAGE_ID;
}
glm::mat4 ShadowMapPipeline::calculateLightViewProj(const glm::vec3& lightDirection, const glm::vec3& center) const
{
const glm::vec3 direction = glm::normalize(lightDirection);
const glm::vec3 up = std::abs(direction.y) > 0.99f ? glm::vec3{0.0f, 0.0f, 1.0f} : glm::vec3{0.0f, 1.0f, 0.0f};
const glm::mat4 lightView = glm::lookAt(glm::vec3{0.0f}, direction, up);
const float texelSize = (2.0f * shadowDistance) / static_cast<float>(SHADOW_MAP_SIZE);
glm::vec3 lightSpaceCenter = glm::vec3(lightView * glm::vec4(center, 1.0f));
lightSpaceCenter.x = std::floor(lightSpaceCenter.x / texelSize) * texelSize;
lightSpaceCenter.y = std::floor(lightSpaceCenter.y / texelSize) * texelSize;
const glm::mat4 lightProj = glm::orthoRH_ZO(
lightSpaceCenter.x - shadowDistance,
lightSpaceCenter.x + shadowDistance,
lightSpaceCenter.y - shadowDistance,
lightSpaceCenter.y + shadowDistance,
-lightSpaceCenter.z - shadowDepthRange,
-lightSpaceCenter.z + shadowDepthRange);
return lightProj * lightView;
}
float ShadowMapPipeline::getNormalOffset() const
{
const float texelSize = (2.0f * shadowDistance) / static_cast<float>(SHADOW_MAP_SIZE);
return texelSize * 1.5f;
}
void ShadowMapPipeline::draw(
VkCommandBuffer cmd,
const RenderResources& resources,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands)
{
if (!m_pipeline || shadowMapId == NULL_IMAGE_ID)
{
return;
}
const auto& shadowMap = resources.getImage(shadowMapId);
vkutil::transitionImage(
cmd,
shadowMap.image,
shadowMap.layout,
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
shadowMap.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
auto renderInfo = vkutil::createRenderingInfo({
.renderExtent = shadowMap.getExtent2D(),
.depthImageView = shadowMap.imageView,
.depthImageClearValue = 1.f,
});
renderInfo.renderingInfo.pDepthAttachment = &renderInfo.depthAttachment;
vkCmdBeginRendering(cmd, &renderInfo.renderingInfo);
m_pipeline->bind(cmd);
resources.bindBindlessDescSet(cmd, m_pipelineLayout);
const auto viewport = VkViewport{
.x = 0.f,
.y = 0.f,
.width = static_cast<float>(SHADOW_MAP_SIZE),
.height = static_cast<float>(SHADOW_MAP_SIZE),
.minDepth = 0.f,
.maxDepth = 1.f,
};
vkCmdSetViewport(cmd, 0, 1, &viewport);
const auto scissor = VkRect2D{
.offset = {},
.extent = shadowMap.getExtent2D(),
};
vkCmdSetScissor(cmd, 0, 1, &scissor);
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
const MeshCache& meshCache = resources.meshes();
MeshID prevMeshId = NULL_MESH_ID;
const auto drawOne = [&](const MeshDrawCommand& dc)
{
if (!dc.castShadow)
{
return;
}
const auto& mesh = meshCache.getMesh(dc.meshId);
const std::string& meshKey = meshCache.getMeshKey(dc.meshId);
vkutil::cmdBeginLabelFormatted(
cmd,
vkutil::labelColors::draw,
"%s [mesh %zu, material %u%s]",
meshKey.empty() ? "Mesh" : meshKey.c_str(),
dc.meshId,
dc.materialId,
dc.skinnedMesh != nullptr ? ", skinned" : "");
if (dc.meshId != prevMeshId)
{
prevMeshId = dc.meshId;
vkCmdBindIndexBuffer(cmd, mesh.indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
}
const auto pushConstants = PushConstants{
.transform = dc.transformMatrix,
.sceneDataBuffer = sceneDataBuffer.address,
.vertexBuffer =
dc.skinnedMesh != nullptr
? dc.skinnedMesh->skinnedVertexBuffer.address
: mesh.vertexBuffer.address,
.materialId = dc.materialId,
.padding = 0,
};
vkCmdPushConstants(
cmd,
m_pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(PushConstants),
&pushConstants);
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
vkutil::cmdEndLabel(cmd);
};
if (!sortedDrawCommands.empty())
{
for (std::size_t drawIndex : sortedDrawCommands)
{
assert(drawIndex < drawCommands.size());
drawOne(drawCommands[drawIndex]);
}
}
else
{
for (const MeshDrawCommand& dc : drawCommands)
{
drawOne(dc);
}
}
vkCmdEndRendering(cmd);
vkutil::transitionImage(
cmd,
shadowMap.image,
shadowMap.layout,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
shadowMap.setLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}