Skip to content

Commit d3220f0

Browse files
committed
wip
1 parent 34ba6ab commit d3220f0

File tree

1 file changed

+2
-13
lines changed

1 file changed

+2
-13
lines changed

HelloVulkan/Source/Pipelines/PipelineShadow.cpp

Lines changed: 2 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -30,17 +30,6 @@ PipelineShadow::PipelineShadow(
3030
renderPass_.CreateDepthOnlyRenderPass(ctx,
3131
RenderPassBit::DepthClear | RenderPassBit::DepthShaderReadOnly);
3232

33-
/*framebuffer_.CreateUnresizeable(
34-
ctx,
35-
renderPass_.GetHandle(),
36-
{
37-
// Use the shadow map as depth attachment
38-
resShadow_->shadowMap_.imageView_
39-
},
40-
resShadow_->shadowMap_.width_,
41-
resShadow_->shadowMap_.height_);
42-
*/
43-
4433
for (uint32_t i = 0; i < ShadowConfig::CascadeCount; ++i)
4534
{
4635
cascadeFramebuffers_[i].CreateUnresizeable(
@@ -110,7 +99,7 @@ void PipelineShadow::CalculateCascade(
11099

111100
const glm::mat4 invCam = glm::inverse(camera->GetProjectionMatrix() * camera->GetViewMatrix());
112101
const glm::vec3 normLightPos = normalize(glm::vec3(light->position_.x, light->position_.y, light->position_.z));
113-
//const float lightDist = glm::length(glm::vec3(light->pos));
102+
const float lightDist = glm::length(glm::vec3(light->position_));
114103
const float clipNear = CameraConfig::Near;
115104
const float clipFar = CameraConfig::Far;
116105
const float clipRange = clipFar - clipNear;
@@ -185,7 +174,7 @@ void PipelineShadow::CalculateCascade(
185174
-radius,
186175
radius,
187176
0.f,
188-
clipFar);
177+
lightDist + radius);
189178

190179
// Store split distance and matrix in cascade
191180
ubo->lightSpaceMatrices[a] = lightOrthoMatrix * lightViewMatrix;

0 commit comments

Comments
 (0)