Implement terrain shadow casting in shadow depth pass

Add initializeShadow() to TerrainRenderer that creates a depth-only
shadow pipeline reusing the existing shadow.vert/frag shaders (same
path as WMO/M2/character renderers). renderShadow() draws all terrain
chunks with sphere culling against the shadow coverage radius. Wire
both init and draw calls into Renderer so terrain now casts shadows
alongside buildings and NPCs.
This commit is contained in:
Kelsi 2026-03-09 18:34:26 -07:00
parent 2afd455d52
commit 6a681bcf67
3 changed files with 234 additions and 6 deletions

View file

@ -106,9 +106,22 @@ public:
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
/**
* Render terrain into shadow depth map (Phase 6 stub)
* Initialize terrain shadow pipeline (must be called after initialize()).
* @param shadowRenderPass Depth-only render pass used for the shadow map.
*/
void renderShadow(VkCommandBuffer cmd, const glm::vec3& shadowCenter, float halfExtent);
bool initializeShadow(VkRenderPass shadowRenderPass);
/**
* Render terrain into the shadow depth map.
* @param cmd Command buffer (inside shadow render pass).
* @param lightSpaceMatrix Orthographic light-space transform.
* @param shadowCenter World-space centre of shadow coverage.
* @param shadowRadius Cull radius around shadowCenter.
*/
void renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMatrix,
const glm::vec3& shadowCenter, float shadowRadius);
bool hasShadowPipeline() const { return shadowPipeline_ != VK_NULL_HANDLE; }
void clear();
@ -119,7 +132,6 @@ public:
void setFogEnabled(bool enabled) { fogEnabled = enabled; }
bool isFogEnabled() const { return fogEnabled; }
// Shadow mapping stubs (Phase 6)
void setShadowMap(VkDescriptorImageInfo /*depthInfo*/, const glm::mat4& /*lightSpaceMat*/) {}
void clearShadowMap() {}
@ -142,12 +154,21 @@ private:
VkContext* vkCtx = nullptr;
pipeline::AssetManager* assetManager = nullptr;
// Pipeline
// Main pipelines
VkPipeline pipeline = VK_NULL_HANDLE;
VkPipeline wireframePipeline = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
VkDescriptorSetLayout materialSetLayout = VK_NULL_HANDLE;
// Shadow pipeline
VkPipeline shadowPipeline_ = VK_NULL_HANDLE;
VkPipelineLayout shadowPipelineLayout_ = VK_NULL_HANDLE;
VkDescriptorSetLayout shadowParamsLayout_ = VK_NULL_HANDLE;
VkDescriptorPool shadowParamsPool_ = VK_NULL_HANDLE;
VkDescriptorSet shadowParamsSet_ = VK_NULL_HANDLE;
VkBuffer shadowParamsUBO_ = VK_NULL_HANDLE;
VmaAllocation shadowParamsAlloc_ = VK_NULL_HANDLE;
// Descriptor pool for material sets
VkDescriptorPool materialDescPool = VK_NULL_HANDLE;
static constexpr uint32_t MAX_MATERIAL_SETS = 16384;

View file

@ -4998,6 +4998,11 @@ bool Renderer::initializeRenderers(pipeline::AssetManager* assetManager, const s
terrainRenderer.reset();
return false;
}
if (shadowRenderPass != VK_NULL_HANDLE) {
terrainRenderer->initializeShadow(shadowRenderPass);
}
} else if (!terrainRenderer->hasShadowPipeline() && shadowRenderPass != VK_NULL_HANDLE) {
terrainRenderer->initializeShadow(shadowRenderPass);
}
// Create water renderer if not already created
@ -5724,6 +5729,9 @@ void Renderer::renderShadowPass() {
// Phase 7/8: render shadow casters
const float shadowCullRadius = shadowDistance_ * 1.35f;
if (terrainRenderer) {
terrainRenderer->renderShadow(currentCmd, lightSpaceMatrix, shadowCenter, shadowCullRadius);
}
if (wmoRenderer) {
wmoRenderer->renderShadow(currentCmd, lightSpaceMatrix, shadowCenter, shadowCullRadius);
}

View file

@ -314,6 +314,13 @@ void TerrainRenderer::shutdown() {
if (materialDescPool) { vkDestroyDescriptorPool(device, materialDescPool, nullptr); materialDescPool = VK_NULL_HANDLE; }
if (materialSetLayout) { vkDestroyDescriptorSetLayout(device, materialSetLayout, nullptr); materialSetLayout = VK_NULL_HANDLE; }
// Shadow pipeline cleanup
if (shadowPipeline_) { vkDestroyPipeline(device, shadowPipeline_, nullptr); shadowPipeline_ = VK_NULL_HANDLE; }
if (shadowPipelineLayout_) { vkDestroyPipelineLayout(device, shadowPipelineLayout_, nullptr); shadowPipelineLayout_ = VK_NULL_HANDLE; }
if (shadowParamsPool_) { vkDestroyDescriptorPool(device, shadowParamsPool_, nullptr); shadowParamsPool_ = VK_NULL_HANDLE; shadowParamsSet_ = VK_NULL_HANDLE; }
if (shadowParamsLayout_) { vkDestroyDescriptorSetLayout(device, shadowParamsLayout_, nullptr); shadowParamsLayout_ = VK_NULL_HANDLE; }
if (shadowParamsUBO_) { vmaDestroyBuffer(allocator, shadowParamsUBO_, shadowParamsAlloc_); shadowParamsUBO_ = VK_NULL_HANDLE; shadowParamsAlloc_ = VK_NULL_HANDLE; }
vkCtx = nullptr;
}
@ -784,8 +791,200 @@ void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, c
}
void TerrainRenderer::renderShadow(VkCommandBuffer /*cmd*/, const glm::vec3& /*shadowCenter*/, float /*halfExtent*/) {
// Phase 6 stub
bool TerrainRenderer::initializeShadow(VkRenderPass shadowRenderPass) {
if (!vkCtx || shadowRenderPass == VK_NULL_HANDLE) return false;
if (shadowPipeline_ != VK_NULL_HANDLE) return true; // already initialised
VkDevice device = vkCtx->getDevice();
VmaAllocator allocator = vkCtx->getAllocator();
// ShadowParams UBO — terrain uses no bones, no texture, no alpha test
struct ShadowParamsUBO {
int32_t useBones = 0;
int32_t useTexture = 0;
int32_t alphaTest = 0;
int32_t foliageSway = 0;
float windTime = 0.0f;
float foliageMotionDamp = 1.0f;
};
VkBufferCreateInfo bufCI{};
bufCI.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufCI.size = sizeof(ShadowParamsUBO);
bufCI.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
VmaAllocationCreateInfo allocCI{};
allocCI.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
allocCI.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
VmaAllocationInfo allocInfo{};
if (vmaCreateBuffer(allocator, &bufCI, &allocCI,
&shadowParamsUBO_, &shadowParamsAlloc_, &allocInfo) != VK_SUCCESS) {
LOG_ERROR("TerrainRenderer: failed to create shadow params UBO");
return false;
}
ShadowParamsUBO defaultParams{};
std::memcpy(allocInfo.pMappedData, &defaultParams, sizeof(defaultParams));
// Descriptor set layout: binding 0 = combined sampler (unused), binding 1 = ShadowParams UBO
VkDescriptorSetLayoutBinding layoutBindings[2]{};
layoutBindings[0].binding = 0;
layoutBindings[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
layoutBindings[0].descriptorCount = 1;
layoutBindings[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
layoutBindings[1].binding = 1;
layoutBindings[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
layoutBindings[1].descriptorCount = 1;
layoutBindings[1].stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo layoutCI{};
layoutCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutCI.bindingCount = 2;
layoutCI.pBindings = layoutBindings;
if (vkCreateDescriptorSetLayout(device, &layoutCI, nullptr, &shadowParamsLayout_) != VK_SUCCESS) {
LOG_ERROR("TerrainRenderer: failed to create shadow params set layout");
return false;
}
VkDescriptorPoolSize poolSizes[2]{};
poolSizes[0].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
poolSizes[0].descriptorCount = 1;
poolSizes[1].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
poolSizes[1].descriptorCount = 1;
VkDescriptorPoolCreateInfo poolCI{};
poolCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
poolCI.maxSets = 1;
poolCI.poolSizeCount = 2;
poolCI.pPoolSizes = poolSizes;
if (vkCreateDescriptorPool(device, &poolCI, nullptr, &shadowParamsPool_) != VK_SUCCESS) {
LOG_ERROR("TerrainRenderer: failed to create shadow params pool");
return false;
}
VkDescriptorSetAllocateInfo setAlloc{};
setAlloc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
setAlloc.descriptorPool = shadowParamsPool_;
setAlloc.descriptorSetCount = 1;
setAlloc.pSetLayouts = &shadowParamsLayout_;
if (vkAllocateDescriptorSets(device, &setAlloc, &shadowParamsSet_) != VK_SUCCESS) {
LOG_ERROR("TerrainRenderer: failed to allocate shadow params set");
return false;
}
// Write descriptors — sampler uses whiteTexture as dummy (useTexture=0 so never sampled)
VkDescriptorBufferInfo bufInfo{ shadowParamsUBO_, 0, sizeof(ShadowParamsUBO) };
VkDescriptorImageInfo imgInfo{};
imgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
imgInfo.imageView = whiteTexture->getImageView();
imgInfo.sampler = whiteTexture->getSampler();
VkWriteDescriptorSet writes[2]{};
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[0].dstSet = shadowParamsSet_;
writes[0].dstBinding = 0;
writes[0].descriptorCount = 1;
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[0].pImageInfo = &imgInfo;
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[1].dstSet = shadowParamsSet_;
writes[1].dstBinding = 1;
writes[1].descriptorCount = 1;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writes[1].pBufferInfo = &bufInfo;
vkUpdateDescriptorSets(device, 2, writes, 0, nullptr);
// Pipeline layout: set 0 = shadowParamsLayout_, push 128 bytes (lightSpaceMatrix + model)
VkPushConstantRange pc{};
pc.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
pc.offset = 0;
pc.size = 128;
shadowPipelineLayout_ = createPipelineLayout(device, {shadowParamsLayout_}, {pc});
if (!shadowPipelineLayout_) {
LOG_ERROR("TerrainRenderer: failed to create shadow pipeline layout");
return false;
}
VkShaderModule vertShader, fragShader;
if (!vertShader.loadFromFile(device, "assets/shaders/shadow.vert.spv")) {
LOG_ERROR("TerrainRenderer: failed to load shadow vertex shader");
return false;
}
if (!fragShader.loadFromFile(device, "assets/shaders/shadow.frag.spv")) {
LOG_ERROR("TerrainRenderer: failed to load shadow fragment shader");
vertShader.destroy();
return false;
}
// Terrain vertex layout: pos(0,off0) normal(1,off12) texCoord(2,off24) layerUV(3,off32)
// stride = sizeof(TerrainVertex) = 44 bytes
// Shadow shader expects: aPos(loc0), aTexCoord(loc1), aBoneWeights(loc2), aBoneIndicesF(loc3)
// Alias unused bone attrs to position (offset 0); useBones=0 so they are never read.
const uint32_t stride = static_cast<uint32_t>(sizeof(pipeline::TerrainVertex));
VkVertexInputBindingDescription vertBind{};
vertBind.binding = 0;
vertBind.stride = stride;
vertBind.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> vertAttrs = {
{0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0}, // aPos -> position
{1, 0, VK_FORMAT_R32G32_SFLOAT, 24}, // aTexCoord -> texCoord (unused)
{2, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 0}, // aBoneWeights -> position (unused)
{3, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 0}, // aBoneIndices -> position (unused)
};
shadowPipeline_ = PipelineBuilder()
.setShaders(vertShader.stageInfo(VK_SHADER_STAGE_VERTEX_BIT),
fragShader.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT))
.setVertexInput({vertBind}, vertAttrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, true, VK_COMPARE_OP_LESS_OR_EQUAL)
.setDepthBias(0.05f, 0.20f)
.setNoColorAttachment()
.setLayout(shadowPipelineLayout_)
.setRenderPass(shadowRenderPass)
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
.build(device);
vertShader.destroy();
fragShader.destroy();
if (!shadowPipeline_) {
LOG_ERROR("TerrainRenderer: failed to create shadow pipeline");
return false;
}
LOG_INFO("TerrainRenderer shadow pipeline initialized");
return true;
}
void TerrainRenderer::renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMatrix,
const glm::vec3& shadowCenter, float shadowRadius) {
if (!shadowPipeline_ || !shadowParamsSet_) return;
if (chunks.empty()) return;
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, shadowPipeline_);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, shadowPipelineLayout_,
0, 1, &shadowParamsSet_, 0, nullptr);
// Identity model matrix — terrain vertices are already in world space
static const glm::mat4 identity(1.0f);
struct ShadowPush { glm::mat4 lightSpaceMatrix; glm::mat4 model; };
ShadowPush push{ lightSpaceMatrix, identity };
vkCmdPushConstants(cmd, shadowPipelineLayout_, VK_SHADER_STAGE_VERTEX_BIT,
0, 128, &push);
const float cullRadiusSq = shadowRadius * shadowRadius;
for (const auto& chunk : chunks) {
if (!chunk.isValid()) continue;
// Sphere-cull chunk against shadow region
glm::vec3 diff = chunk.boundingSphereCenter - shadowCenter;
float distSq = glm::dot(diff, diff);
float combinedRadius = shadowRadius + chunk.boundingSphereRadius;
if (distSq > combinedRadius * combinedRadius) continue;
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &chunk.vertexBuffer, &offset);
vkCmdBindIndexBuffer(cmd, chunk.indexBuffer, 0, VK_INDEX_TYPE_UINT16);
vkCmdDrawIndexed(cmd, chunk.indexCount, 1, 0, 0, 0);
}
}
void TerrainRenderer::removeTile(int tileX, int tileY) {