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433 lines (360 loc) · 18.6 KB
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//Author: JEYOON YU
//Project: CubeEngine
//File: DXShadowMapContext.cpp
#include "DXShadowMapContext.hpp"
#include <d3dcompiler.h>
#include "DXCommandListWrapper.hpp"
#include "DXRenderManager.hpp"
#include "Engine.hpp"
void DXShadowMapContext::Initialize()
{
CreateDepthTexture();
// Create root signature and pipeline
// The slot of a root signature version 1.1
std::vector<CD3DX12_ROOT_PARAMETER1> rootParameters;
rootParameters.resize(1);
rootParameters[0].InitAsConstants(sizeof(PushConstants) / 4, 0, 0, D3D12_SHADER_VISIBILITY_VERTEX);
m_renderManager->CreateRootSignature(m_rootSignature, rootParameters);
DXHelper::ThrowIfFailed(m_rootSignature->SetName(L"Shadow Map Pass Root Signature"));
DXAttributeLayout positionLayout{ "POSITION", 0, DXGI_FORMAT_R32_UINT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA };
std::vector<DXGI_FORMAT> rtvFormats = { DXGI_FORMAT_R32G32B32A32_FLOAT };
m_pipeline = DXPipeLineBuilder(m_renderManager->m_device, m_rootSignature)
.SetShaders("../Engine/shaders/hlsl/ShadowMapPass.vert.hlsl", "../Engine/shaders/hlsl/ShadowMapPass.frag.hlsl")
.SetLayout(std::initializer_list<DXAttributeLayout>{ positionLayout })
.SetRasterizer(D3D12_FILL_MODE_SOLID, D3D12_CULL_MODE_BACK, true)
.SetDepthStencil(true, true)
.SetRenderTargets(rtvFormats)
.Build();
// Initialize Compute Pipeline for Convolution Blur
CD3DX12_DESCRIPTOR_RANGE1 srvRange, uavRange;
srvRange.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0); // t0
uavRange.Init(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0); // u0
rootParameters.resize(3);
rootParameters[0].InitAsConstantBufferView(0, 0);
rootParameters[1].InitAsDescriptorTable(1, &srvRange);
rootParameters[2].InitAsDescriptorTable(1, &uavRange);
CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC computeRootSigDesc;
computeRootSigDesc.Init_1_1(static_cast<UINT>(rootParameters.size()), rootParameters.data(), 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_NONE);
ComPtr<ID3DBlob> signature, error;
DXHelper::ThrowIfFailed(D3D12SerializeVersionedRootSignature(&computeRootSigDesc, &signature, &error));
DXHelper::ThrowIfFailed(m_renderManager->m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_computeRootSignature)));
m_computeRootSignature->SetName(L"Shadow Blur Compute Root Signature");
ComPtr<ID3DBlob> computeShader, errorMessages;
HRESULT hr = D3DCompileFromFile(L"../Engine/shaders/hlsl/ConvolutionBlur.comp.hlsl", nullptr, nullptr, "computeMain", "cs_5_1", 0, 0, &computeShader, &errorMessages);
if (FAILED(hr) && errorMessages) OutputDebugStringA(static_cast<const char*>(errorMessages->GetBufferPointer()));
D3D12_COMPUTE_PIPELINE_STATE_DESC computePsoDesc = {};
computePsoDesc.pRootSignature = m_computeRootSignature.Get();
computePsoDesc.CS = CD3DX12_SHADER_BYTECODE(computeShader.Get());
DXHelper::ThrowIfFailed(m_renderManager->m_device->CreateComputePipelineState(&computePsoDesc, IID_PPV_ARGS(&m_computePipelineState)));
}
void DXShadowMapContext::OnResize()
{
}
void DXShadowMapContext::Execute(ICommandListWrapper* commandListWrapper)
{
if (!m_enabled || m_renderManager->directionalLightUniforms.empty()) return;
DXCommandListWrapper* dxCommandListWrapper = dynamic_cast<DXCommandListWrapper*>(commandListWrapper);
ID3D12GraphicsCommandList10* commandList = dxCommandListWrapper->GetDXCommandList();
auto barrier = CD3DX12_RESOURCE_BARRIER::Transition(m_momentTexture.Get(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
commandList->ResourceBarrier(1, &barrier);
ID3D12PipelineState* initialState = m_pipeline->GetPipelineState().Get();
commandList->SetPipelineState(initialState);
commandList->SetGraphicsRootSignature(m_rootSignature.Get());
D3D12_VIEWPORT viewport = { 0.f, 0.f, static_cast<float>(m_width), static_cast<float>(m_height), 0.f, 1.f };
D3D12_RECT scissorRect = { 0, 0, static_cast<LONG>(m_width), static_cast<LONG>(m_height) };
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
commandList->OMSetRenderTargets(1, &m_rtvHandle, FALSE, &m_dsvHandle);
constexpr float clearColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
commandList->ClearRenderTargetView(m_rtvHandle, clearColor, 0, nullptr);
commandList->ClearDepthStencilView(m_dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
m_lightViewProjection = CreateLightViewProjection();
std::vector<DynamicSprite*> sprites = Engine::Instance().GetSpriteManager().GetDynamicSprites();
for (const auto& sprite : sprites)
{
for (auto& subMesh : sprite->GetSubMeshes())
{
auto* spriteData = subMesh->GetData<BufferWrapper::DynamicSprite3DMesh>();
auto* buffer = subMesh->GetBuffer<BufferWrapper::DXBuffer>();
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Update Constant Buffer
pushConstants = {
.decode = spriteData->vertexUniform.decode,
.localToNDC = m_lightViewProjection * spriteData->vertexUniform.model
};
commandList->SetGraphicsRoot32BitConstants(0, sizeof(PushConstants) / 4, &pushConstants, 0);
// Bind Vertex Buffer & Index Buffer
D3D12_VERTEX_BUFFER_VIEW vbv = buffer->vertexBuffer->GetView();
D3D12_INDEX_BUFFER_VIEW ibv = buffer->indexBuffer->GetView();
commandList->IASetVertexBuffers(0, 1, &vbv);
commandList->IASetIndexBuffer(&ibv);
commandList->DrawIndexedInstanced(static_cast<UINT>(spriteData->indices.size()), 1, 0, 0, 0);
}
}
// Convolution Blur Pass
UINT descSize = m_renderManager->m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
CD3DX12_GPU_DESCRIPTOR_HANDLE baseGpuHandle(
m_renderManager->m_srvHeap->GetGPUDescriptorHandleForHeapStart(),
static_cast<INT>(m_computeSrvBaseIndex),
descSize
);
CD3DX12_RESOURCE_BARRIER barriers[2];
barriers[0] = CD3DX12_RESOURCE_BARRIER::Transition(m_momentTexture.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
barriers[1] = CD3DX12_RESOURCE_BARRIER::Transition(m_blurredMomentTexture.Get(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
commandList->ResourceBarrier(2, barriers);
ID3D12DescriptorHeap* ppHeaps[] = { m_renderManager->m_srvHeap.Get() };
commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
commandList->SetPipelineState(m_computePipelineState.Get());
commandList->SetComputeRootSignature(m_computeRootSignature.Get());
// Horizontal Blur Pass
commandList->SetComputeRootConstantBufferView(0, m_blurParamsBuffer[0]->GetGPUVirtualAddress());
CD3DX12_GPU_DESCRIPTOR_HANDLE uavHandle = baseGpuHandle;
uavHandle.Offset(3, descSize);
commandList->SetComputeRootDescriptorTable(1, baseGpuHandle);
commandList->SetComputeRootDescriptorTable(2, uavHandle);
commandList->Dispatch((m_width + 127) / 128, m_height, 1);
barriers[0] = CD3DX12_RESOURCE_BARRIER::Transition(m_blurredMomentTexture.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
barriers[1] = CD3DX12_RESOURCE_BARRIER::Transition(m_momentTexture.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
commandList->ResourceBarrier(2, barriers);
// Vertical Blur Pass
commandList->SetComputeRootConstantBufferView(0, m_blurParamsBuffer[1]->GetGPUVirtualAddress());
CD3DX12_GPU_DESCRIPTOR_HANDLE srvHandle = baseGpuHandle;
srvHandle.Offset(2, descSize);
uavHandle = baseGpuHandle;
uavHandle.Offset(1, descSize);
commandList->SetComputeRootDescriptorTable(1, srvHandle);
commandList->SetComputeRootDescriptorTable(2, uavHandle);
commandList->Dispatch(m_width, (m_height + 127) / 128, 1);
barriers[0] = CD3DX12_RESOURCE_BARRIER::Transition(m_momentTexture.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
barriers[1] = CD3DX12_RESOURCE_BARRIER::Transition(m_blurredMomentTexture.Get(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
commandList->ResourceBarrier(2, barriers);
}
void DXShadowMapContext::CleanUp()
{
}
void DXShadowMapContext::CreateDepthTexture()
{
m_momentTexture.Reset();
m_depthTexture.Reset();
// Create moment texture (RTV, SRV)
// Use typeless format to be able to create both DSV and SRV with the same resource
auto momentTextureDesc = CD3DX12_RESOURCE_DESC::Tex2D(
DXGI_FORMAT_R32G32B32A32_FLOAT,
m_width,
m_height,
1, 1, 1, 0,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
);
D3D12_CLEAR_VALUE momentClearValue;
momentClearValue.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
momentClearValue.Color[0] = 1.0f; // z
momentClearValue.Color[1] = 1.0f; // z^2
momentClearValue.Color[2] = 1.0f; // z^3
momentClearValue.Color[3] = 1.0f; // z^4
CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_DEFAULT);
DXHelper::ThrowIfFailed(m_renderManager->m_device->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&momentTextureDesc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
&momentClearValue,
IID_PPV_ARGS(&m_momentTexture)
));
m_momentTexture->SetName(L"Shadow Moment Texture");
// Create RTV descriptor for the moment texture
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = 1;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
DXHelper::ThrowIfFailed(m_renderManager->m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));
m_rtvHandle = m_rtvHeap->GetCPUDescriptorHandleForHeapStart();
m_renderManager->m_device->CreateRenderTargetView(m_momentTexture.Get(), nullptr, m_rtvHandle);
// Create SRV descriptor for the depth texture
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
m_srvHandle = m_renderManager->AllocateSrvHandles(1);
m_renderManager->m_device->CreateShaderResourceView(m_momentTexture.Get(), &srvDesc, m_srvHandle.first);
// Create depth texture for shadow mapping (DSV, SRV)
// Use typeless format to be able to create both DSV and SRV with the same resource
auto depthTextureDesc = CD3DX12_RESOURCE_DESC::Tex2D(
DXGI_FORMAT_R32_TYPELESS,
m_width,
m_height,
1, 1, 1, 0,
D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL
);
D3D12_CLEAR_VALUE depthClearValue;
depthClearValue.Format = DXGI_FORMAT_D32_FLOAT;
depthClearValue.DepthStencil.Depth = 1.f;
depthClearValue.DepthStencil.Stencil = 0;
DXHelper::ThrowIfFailed(m_renderManager->m_device->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&depthTextureDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&depthClearValue,
IID_PPV_ARGS(&m_depthTexture)
));
m_depthTexture->SetName(L"Shadow Depth Texture");
// Create DSV descriptor for the depth texture
D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
dsvHeapDesc.NumDescriptors = 1;
dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
DXHelper::ThrowIfFailed(m_renderManager->m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));
m_dsvHandle = m_dsvHeap->GetCPUDescriptorHandleForHeapStart();
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc{};
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
dsvDesc.Texture2D.MipSlice = 0;
m_renderManager->m_device->CreateDepthStencilView(m_depthTexture.Get(), &dsvDesc, m_dsvHandle);
// Create blurred moment texture for convolution blur pass (UAV, SRV)
auto blurTextureDesc = CD3DX12_RESOURCE_DESC::Tex2D(
DXGI_FORMAT_R32G32B32A32_FLOAT,
m_width, m_height,
1, 1, 1, 0,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
);
DXHelper::ThrowIfFailed(m_renderManager->m_device->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &blurTextureDesc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, nullptr, IID_PPV_ARGS(&m_blurredMomentTexture)));
m_blurredMomentTexture->SetName(L"Blurred Moment Texture");
// Create SRV, UAV descriptor for the blurred moment texture
UINT descSize = m_renderManager->m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
auto allocatedHandles = m_renderManager->AllocateSrvHandles(4);
CD3DX12_CPU_DESCRIPTOR_HANDLE cpuHandle = allocatedHandles.first;
m_computeSrvBaseIndex = allocatedHandles.second;
m_srvHandle = { cpuHandle, m_computeSrvBaseIndex };
srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
uavDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
// Create SRV and UAV for both moment texture and blurred moment texture
// moment texture SRV
m_renderManager->m_device->CreateShaderResourceView(m_momentTexture.Get(), &srvDesc, cpuHandle);
// moment texture UAV
cpuHandle.Offset(1, descSize);
m_renderManager->m_device->CreateUnorderedAccessView(m_momentTexture.Get(), nullptr, &uavDesc, cpuHandle);
// blurred moment texture SRV
cpuHandle.Offset(1, descSize);
m_renderManager->m_device->CreateShaderResourceView(m_blurredMomentTexture.Get(), &srvDesc, cpuHandle);
// blurred moment texture UAV
cpuHandle.Offset(1, descSize);
m_renderManager->m_device->CreateUnorderedAccessView(m_blurredMomentTexture.Get(), nullptr, &uavDesc, cpuHandle);
// Create CBV and calculate Gaussian weights for convolution blur pass
auto cbvDesc = CD3DX12_RESOURCE_DESC::Buffer(sizeof(BlurParams));
CD3DX12_HEAP_PROPERTIES uploadHeap(D3D12_HEAP_TYPE_UPLOAD);
for (int i = 0; i < 2; ++i)
{
DXHelper::ThrowIfFailed(m_renderManager->m_device->CreateCommittedResource(
&uploadHeap, D3D12_HEAP_FLAG_NONE, &cbvDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&m_blurParamsBuffer[i])));
m_blurParamsBuffer[i]->Map(0, nullptr, reinterpret_cast<void**>(&m_blurParamsMapped[i]));
}
UpdateBlurWeights();
}
glm::mat4 DXShadowMapContext::CreateLightViewProjection()
{
// DX12 should use orthZO
glm::mat4 lightProjection = glm::orthoZO(-m_orthoSize, m_orthoSize, -m_orthoSize, m_orthoSize, m_nearPlane, m_farPlane);
//glm::mat4 lightProjection = glm::perspectiveZO(glm::radians(90.0f), 1.0f, m_nearPlane, m_farPlane);
glm::vec3 lightDirection = glm::normalize(m_renderManager->directionalLightUniforms[0].lightDirection);
float distance = m_farPlane * 0.5f;
m_lightPosition = m_lightTarget - lightDirection * distance;
glm::vec3 up{ 0.f, 1.f, 0.f };
if (std::abs(lightDirection.y) > 0.999f) up = glm::vec3{ 0.f, 0.f, -1.f };
glm::mat4 lightView = glm::lookAt(m_lightPosition, m_lightTarget, up);
return lightProjection * lightView;
}
void DXShadowMapContext::UpdateBlurWeights() const
{
const float s = static_cast<float>(m_blurWidth) / 2.0f;
for (int i = 0; i < 2; ++i)
{
if (!m_blurParamsMapped[i]) continue;
//for (int j = 0; j < 101; ++j) m_blurParamsMapped[i]->weights[j] = glm::vec4(0.0f);
float sum = 0.f;
for (int j = -m_blurWidth; j <= m_blurWidth; ++j)
{
float weight = std::exp(-0.5f * (static_cast<float>(j) / s) * (static_cast<float>(j) / s));
m_blurParamsMapped[i]->weights[j + m_blurWidth] = glm::vec4{ weight, 0.f, 0.f, 0.f };
sum += weight;
}
for (int k = 0; k <= 2 * m_blurWidth; ++k) m_blurParamsMapped[i]->weights[k].x /= sum;
m_blurParamsMapped[i]->blurWidth = m_blurWidth;
m_blurParamsMapped[i]->isVertical = i;
}
}
void DXShadowMapContext::DrawImGui()
{
static bool showDebugFrustum{ true };
if (ImGui::CollapsingHeader("Shadow Map Settings", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::Checkbox("Show Light Frustum", &showDebugFrustum);
ImGui::DragFloat("Ortho Size", &m_orthoSize, 0.1f, 1.0f, 100.0f);
ImGui::DragFloat("Near Plane", &m_nearPlane, 0.1f, 0.01f, m_farPlane - 0.01f);
ImGui::DragFloat("Far Plane", &m_farPlane, 0.1f, m_nearPlane + 0.01f, 1000.0f);
if (m_nearPlane >= m_farPlane) m_nearPlane = m_farPlane - 0.01f;
ImGui::Spacing();
//ImGui::DragFloat3("Light Position", &m_lightPosition.x, 0.1f);
ImGui::DragFloat3("Light Target", &m_lightTarget.x, 0.1f);
//ImGui::DragFloat("Shadow Bias", &m_shadowBias, 0.0001f, 0.0f, 0.1f, "%.4f");
ImGui::Spacing();
if (ImGui::SliderInt("Blur Radius", &m_blurWidth, 1, 50)) UpdateBlurWeights();
}
if (showDebugFrustum)
{
ImDrawList* drawList = ImGui::GetBackgroundDrawList();
glm::mat4 cameraView = Engine::GetCameraManager().GetViewMatrix();
glm::mat4 cameraProj = Engine::GetCameraManager().GetProjectionMatrix();
// Draw light position and target on the screen for debugging
glm::vec2 lightScreenPos = Engine::GetRenderManager()->WorldToScreen(m_lightPosition, cameraView, cameraProj);
glm::vec2 targetScreenPos = Engine::GetRenderManager()->WorldToScreen(m_lightTarget, cameraView, cameraProj);
if (lightScreenPos.x != -1.0f && targetScreenPos.x != -1.0f)
{
// Draw light position
drawList->AddCircleFilled(ImVec2(lightScreenPos.x, lightScreenPos.y), 8.0f, IM_COL32(255, 255, 0, 255));
drawList->AddText(ImVec2(lightScreenPos.x + 10, lightScreenPos.y - 10), IM_COL32(255, 255, 0, 255), "Sun");
// Draw light target
drawList->AddCircleFilled(ImVec2(targetScreenPos.x, targetScreenPos.y), 4.0f, IM_COL32(255, 0, 0, 255));
drawList->AddText(ImVec2(targetScreenPos.x + 10, targetScreenPos.y - 10), IM_COL32(255, 0, 0, 255), "Target");
}
// @TODO Study how this code works
// Draw the light's view frustum by transforming the corners of the NDC cube back to world space and then to screen space
glm::mat4 invLightVP = glm::inverse(m_lightViewProjection);
glm::vec3 ndcCorners[8] = {
// Near Plane (Z = 0)
{-1.0f, -1.0f, 0.0f}, { 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f},
// Far Plane (Z = 1)
{-1.0f, -1.0f, 1.0f}, { 1.0f, -1.0f, 1.0f}, { 1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f}
};
ImVec2 screenCorners[8];
bool valid[8];
for (int i = 0; i < 8; ++i)
{
glm::vec4 worldPos = invLightVP * glm::vec4(ndcCorners[i], 1.0f);
glm::vec3 worldPos3D = glm::vec3(worldPos) / worldPos.w;
glm::vec2 screenPos = Engine::GetRenderManager()->WorldToScreen(worldPos3D, cameraView, cameraProj);
screenCorners[i] = ImVec2(screenPos.x, screenPos.y);
valid[i] = screenPos.x != -1.0f && screenPos.y != -1.0f;
}
auto DrawLine = [&](int index1, int index2)
{
if (valid[index1] && valid[index2]) drawList->AddLine(screenCorners[index1], screenCorners[index2], IM_COL32(0, 255, 255, 255), 2.0f);
};
// Near
DrawLine(0, 1); DrawLine(1, 2); DrawLine(2, 3); DrawLine(3, 0);
// Far
DrawLine(4, 5); DrawLine(5, 6); DrawLine(6, 7); DrawLine(7, 4);
// Connect Near and Far
DrawLine(0, 4); DrawLine(1, 5); DrawLine(2, 6); DrawLine(3, 7);
}
}