Agent skill

forge-cascaded-shadow-maps

Add cascaded shadow maps with PCF soft shadows to an SDL GPU project

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SKILL.md

Add directional-light cascaded shadow maps (CSM) with 3x3 PCF soft shadows to an SDL3 GPU application. Based on Lesson 15.

When to use

  • You need directional light shadows covering a large area
  • Single shadow maps lack resolution for your scene
  • You want soft shadow edges without expensive techniques

Key API calls

  • SDL_CreateGPUTexture — shadow map textures (D32_FLOAT, DEPTH_STENCIL_TARGET | SAMPLER)
  • SDL_CreateGPUSampler — NEAREST filter, CLAMP_TO_EDGE for shadow map sampling
  • SDL_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 pass
  • SDL_PushGPUVertexUniformData / SDL_PushGPUFragmentUniformData — per-draw uniforms

Correct order

  1. Create shadow map textures + sampler (in SDL_AppInit)
  2. Create shadow pipeline — depth-only, front-face culling, depth bias
  3. Create scene pipeline — binds shadow maps as fragment samplers
  4. Each frame: a. Compute cascade split depths (logarithmic-linear blend) b. Compute light VP matrix per cascade (frustum corners → light-space AABB) c. Shadow pass: render all casters into each cascade's depth map d. Scene pass: render with shadow maps bound, fragment shader selects cascade by view-space depth

Key concepts

  1. Shadow map textures need DEPTH_STENCIL_TARGET | SAMPLER usage flags
  2. Depth-only render pass: no color targets, only depth attachment
  3. Cascade splits: logarithmic-linear blend for practical depth ranges
  4. Light VP matrices: tight orthographic projection from frustum corners
  5. PCF sampling: 3x3 grid averages shadow/lit for soft edges
  6. Store op MUST be STORE (not DONT_CARE) for shadow map depth passes

Pipeline setup

Shadow pipeline (depth-only)

c
/* 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;

Shadow map texture

c
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;

Shadow sampler

c
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;

Cascade split algorithm

c
/* 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;
}

Light VP computation per cascade

  1. Unproject 8 NDC corners via inverse camera VP
  2. Interpolate near/far to get cascade slice corners
  3. Compute cascade center, build light view matrix
  4. Transform corners to light space, find tight AABB
  5. Build orthographic projection from AABB
c
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);

Shadow pass render loop

c
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);
}

HLSL shadow sampling (fragment shader)

hlsl
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;
}

Common mistakes

  • Forgetting SAMPLER usage flag on shadow map texture — it will not be readable in fragment shaders without it
  • Using DONT_CARE for shadow pass store_op — depth data is discarded and shadow maps will be empty
  • Not flipping Y when converting NDC to UV: shadow_uv.y = 1.0 - shadow_uv.y
  • Missing depth bias — causes shadow acne (moire self-shadowing pattern)
  • Culling back faces in shadow pass — should cull FRONT faces instead to reduce peter-panning
  • Not expanding Z range of the light AABB — shadow casters behind the frustum slice won't cast shadows into it

HLSL register map

text
Vertex 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)

Reference

See: Lesson 15 — Cascaded Shadow Maps

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