Add cascaded shadow maps with PCF soft shadows to an SDL GPU project
Add directional-light cascaded shadow maps (CSM) with 3x3 PCF soft shadows to an SDL3 GPU application. Based on Lesson 15.
SDL_CreateGPUTexture — shadow map textures (D32_FLOAT, DEPTH_STENCIL_TARGET | SAMPLER)SDL_CreateGPUSampler — NEAREST filter, CLAMP_TO_EDGE for shadow map samplingSDL_CreateGPUGraphicsPipeline — shadow pipeline (depth-only, front-face cull, depth bias)SDL_BeginGPURenderPass / SDL_EndGPURenderPass — one pass per cascade (depth only)SDL_BindGPUFragmentSamplers — bind shadow maps + sampler for scene passSDL_PushGPUVertexUniformData / SDL_PushGPUFragmentUniformData — per-draw uniformsSDL_AppInit)DEPTH_STENCIL_TARGET | SAMPLER usage flags/* No color targets — depth only */
pipe.target_info.num_color_targets = 0;
pipe.target_info.has_depth_stencil_target = true;
pipe.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D32_FLOAT;
/* Front-face culling reduces peter-panning */
pipe.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_FRONT;
/* Depth bias reduces shadow acne */
pipe.rasterizer_state.depth_bias_constant_factor = 2;
pipe.rasterizer_state.depth_bias_slope_factor = 2.0f;
SDL_GPUTextureCreateInfo info;
SDL_zero(info);
info.type = SDL_GPU_TEXTURETYPE_2D;
info.format = SDL_GPU_TEXTUREFORMAT_D32_FLOAT;
info.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET |
SDL_GPU_TEXTUREUSAGE_SAMPLER; /* key: both flags */
info.width = 2048;
info.height = 2048;
info.layer_count_or_depth = 1;
info.num_levels = 1;
SDL_GPUSamplerCreateInfo smp;
SDL_zero(smp);
smp.min_filter = SDL_GPU_FILTER_NEAREST;
smp.mag_filter = SDL_GPU_FILTER_NEAREST;
smp.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
smp.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
/* Lengyel's logarithmic-linear blend */
for (int i = 0; i < NUM_CASCADES; i++) {
float p = (float)(i + 1) / (float)NUM_CASCADES;
float log_split = near * powf(far / near, p);
float lin_split = near + (far - near) * p;
splits[i] = lambda * log_split + (1.0f - lambda) * lin_split;
}
mat4 light_view = mat4_look_at(light_pos, center, up);
/* Transform corners to light space → compute AABB */
mat4 light_proj = mat4_orthographic(min_x, max_x, min_y, max_y,
-max_z, -min_z);
mat4 light_vp = mat4_multiply(light_proj, light_view);
for (int ci = 0; ci < NUM_CASCADES; ci++) {
SDL_GPUDepthStencilTargetInfo depth;
SDL_zero(depth);
depth.texture = shadow_maps[ci];
depth.load_op = SDL_GPU_LOADOP_CLEAR;
depth.store_op = SDL_GPU_STOREOP_STORE; /* MUST store */
depth.clear_depth = 1.0f;
SDL_GPURenderPass *pass = SDL_BeginGPURenderPass(cmd, NULL, 0, &depth);
SDL_BindGPUGraphicsPipeline(pass, shadow_pipeline);
/* Draw all shadow casters with light_vp[ci] * model */
/* ... */
SDL_EndGPURenderPass(pass);
}
float sample_shadow_pcf(Texture2D shadow_map, SamplerState smp,
float2 shadow_uv, float current_depth) {
float shadow = 0.0;
[unroll]
for (int y = -1; y <= 1; y++) {
[unroll]
for (int x = -1; x <= 1; x++) {
float2 offset = float2(x, y) * texel_size;
float map_depth = shadow_map.Sample(smp, shadow_uv + offset).r;
shadow += (map_depth >= current_depth - bias) ? 1.0 : 0.0;
}
}
return shadow / 9.0;
}
shadow_uv.y = 1.0 - shadow_uv.yVertex uniform slot 0 → register(b0, space1)
Vertex uniform slot 1 → register(b1, space1)
Fragment sampler slot N → register(tN, space2) + register(sN, space2)
Fragment uniform slot 0 → register(b0, space3)