refactor: extract directional shadow planning internals

This commit is contained in:
2026-04-10 02:30:09 +08:00
parent 54eb2415ff
commit 152997c409
4 changed files with 377 additions and 324 deletions

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@@ -513,6 +513,8 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Extraction/RenderSceneUtility.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Extraction/RenderSceneUtility.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Caches/RenderResourceCache.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Caches/RenderResourceCache.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Planning/SceneRenderRequestPlanner.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Planning/SceneRenderRequestPlanner.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Planning/Internal/DirectionalShadowPlanning.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Planning/Internal/DirectionalShadowPlanning.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Execution/SceneRenderer.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Execution/SceneRenderer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Pipelines/BuiltinForwardPipeline.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Pipelines/BuiltinForwardPipeline.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Pipelines/BuiltinForwardPipelineResources.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Pipelines/BuiltinForwardPipelineResources.cpp

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@@ -0,0 +1,335 @@
#include "Rendering/Planning/Internal/DirectionalShadowPlanning.h"
#include "Components/CameraComponent.h"
#include "Components/GameObject.h"
#include "Components/LightComponent.h"
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "Core/Math/Matrix4.h"
#include "Core/Math/Quaternion.h"
#include "Scene/Scene.h"
#include <algorithm>
#include <array>
#include <limits>
namespace XCEngine {
namespace Rendering {
namespace Internal {
namespace {
std::array<Math::Vector3, 8> BuildBoundsCorners(const Math::Bounds& bounds) {
const Math::Vector3 min = bounds.GetMin();
const Math::Vector3 max = bounds.GetMax();
return {
min,
Math::Vector3(max.x, min.y, min.z),
Math::Vector3(min.x, max.y, min.z),
Math::Vector3(min.x, min.y, max.z),
max,
Math::Vector3(min.x, max.y, max.z),
Math::Vector3(max.x, min.y, max.z),
Math::Vector3(max.x, max.y, min.z)
};
}
Math::Bounds TransformBoundsToWorldSpace(
const Math::Bounds& localBounds,
const Math::Matrix4x4& localToWorld,
std::array<Math::Vector3, 8>* outWorldCorners = nullptr) {
const std::array<Math::Vector3, 8> localCorners = BuildBoundsCorners(localBounds);
std::array<Math::Vector3, 8> worldCorners = {};
for (size_t index = 0; index < localCorners.size(); ++index) {
worldCorners[index] = localToWorld.MultiplyPoint(localCorners[index]);
}
Math::Bounds worldBounds(worldCorners[0], Math::Vector3::Zero());
for (size_t index = 1; index < worldCorners.size(); ++index) {
worldBounds.Encapsulate(worldCorners[index]);
}
if (outWorldCorners != nullptr) {
*outWorldCorners = worldCorners;
}
return worldBounds;
}
void ExpandLightSpaceBounds(
const Math::Matrix4x4& view,
const std::array<Math::Vector3, 8>& worldCorners,
float& minX,
float& maxX,
float& minY,
float& maxY,
float& minZ,
float& maxZ) {
for (const Math::Vector3& corner : worldCorners) {
const Math::Vector3 cornerLS = view.MultiplyPoint(corner);
minX = std::min(minX, cornerLS.x);
maxX = std::max(maxX, cornerLS.x);
minY = std::min(minY, cornerLS.y);
maxY = std::max(maxY, cornerLS.y);
minZ = std::min(minZ, cornerLS.z);
maxZ = std::max(maxZ, cornerLS.z);
}
}
} // namespace
DirectionalShadowPlanningSettings SanitizeDirectionalShadowPlanningSettings(
const DirectionalShadowPlanningSettings& settings) {
DirectionalShadowPlanningSettings sanitized = settings;
const DirectionalShadowPlanningSettings defaults = {};
if (sanitized.mapDimension == 0u) {
sanitized.mapDimension = defaults.mapDimension;
}
if (sanitized.minFocusDistance <= Math::EPSILON) {
sanitized.minFocusDistance = defaults.minFocusDistance;
}
if (sanitized.maxFocusDistance < sanitized.minFocusDistance) {
sanitized.maxFocusDistance = (settings.maxFocusDistance >= defaults.minFocusDistance)
? settings.maxFocusDistance
: defaults.maxFocusDistance;
sanitized.maxFocusDistance = std::max(sanitized.maxFocusDistance, sanitized.minFocusDistance);
}
if (sanitized.perspectiveFocusFactor <= Math::EPSILON) {
sanitized.perspectiveFocusFactor = defaults.perspectiveFocusFactor;
}
if (sanitized.orthographicFocusFactor <= Math::EPSILON) {
sanitized.orthographicFocusFactor = defaults.orthographicFocusFactor;
}
if (sanitized.minDepthRange <= Math::EPSILON) {
sanitized.minDepthRange = defaults.minDepthRange;
}
if (sanitized.boundsPadding < 0.0f) {
sanitized.boundsPadding = defaults.boundsPadding;
}
if (sanitized.minDepthPadding < 0.0f) {
sanitized.minDepthPadding = defaults.minDepthPadding;
}
return sanitized;
}
bool ShouldPlanDirectionalShadowForCamera(
const Components::CameraComponent& camera,
size_t renderedBaseCameraCount,
size_t renderedRequestCount) {
if (camera.GetStackType() == Components::CameraStackType::Overlay) {
return renderedBaseCameraCount == 0u &&
renderedRequestCount == 0u;
}
return true;
}
DirectionalShadowRenderPlan BuildDirectionalShadowRenderPlan(
const Components::Scene& scene,
const Components::CameraComponent& camera,
const Components::LightComponent& light,
const DirectionalShadowPlanningSettings& shadowSettings,
float viewportAspect) {
DirectionalShadowRenderPlan plan = {};
if (!light.GetCastsShadows()) {
return plan;
}
Math::Vector3 lightDirection = light.transform().GetForward() * -1.0f;
if (lightDirection.SqrMagnitude() <= Math::EPSILON) {
lightDirection = Math::Vector3::Back();
} else {
lightDirection = lightDirection.Normalized();
}
const Math::Vector3 viewForward = camera.transform().GetForward().SqrMagnitude() <= Math::EPSILON
? Math::Vector3::Forward()
: camera.transform().GetForward().Normalized();
const Math::Vector3 viewRight = camera.transform().GetRight().SqrMagnitude() <= Math::EPSILON
? Math::Vector3::Right()
: camera.transform().GetRight().Normalized();
const Math::Vector3 viewUp = camera.transform().GetUp().SqrMagnitude() <= Math::EPSILON
? Math::Vector3::Up()
: camera.transform().GetUp().Normalized();
const Math::Vector3 cameraPosition = camera.transform().GetPosition();
const float aspect = viewportAspect > Math::EPSILON ? viewportAspect : 1.0f;
const float shadowDistance = camera.GetProjectionType() == Components::CameraProjectionType::Perspective
? std::clamp(
camera.GetFarClipPlane() * shadowSettings.perspectiveFocusFactor,
shadowSettings.minFocusDistance,
shadowSettings.maxFocusDistance)
: std::clamp(
camera.GetOrthographicSize() * shadowSettings.orthographicFocusFactor,
shadowSettings.minFocusDistance,
shadowSettings.maxFocusDistance);
const float sliceNear = std::max(camera.GetNearClipPlane(), 0.1f);
const float sliceFar = std::max(sliceNear + 0.1f, shadowDistance);
std::array<Math::Vector3, 8> frustumCorners = {};
if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
const float tanHalfFov = std::tan(camera.GetFieldOfView() * Math::DEG_TO_RAD * 0.5f);
const float nearHalfHeight = tanHalfFov * sliceNear;
const float nearHalfWidth = nearHalfHeight * aspect;
const float farHalfHeight = tanHalfFov * sliceFar;
const float farHalfWidth = farHalfHeight * aspect;
const Math::Vector3 nearCenter = cameraPosition + viewForward * sliceNear;
const Math::Vector3 farCenter = cameraPosition + viewForward * sliceFar;
frustumCorners[0] = nearCenter - viewRight * nearHalfWidth - viewUp * nearHalfHeight;
frustumCorners[1] = nearCenter + viewRight * nearHalfWidth - viewUp * nearHalfHeight;
frustumCorners[2] = nearCenter - viewRight * nearHalfWidth + viewUp * nearHalfHeight;
frustumCorners[3] = nearCenter + viewRight * nearHalfWidth + viewUp * nearHalfHeight;
frustumCorners[4] = farCenter - viewRight * farHalfWidth - viewUp * farHalfHeight;
frustumCorners[5] = farCenter + viewRight * farHalfWidth - viewUp * farHalfHeight;
frustumCorners[6] = farCenter - viewRight * farHalfWidth + viewUp * farHalfHeight;
frustumCorners[7] = farCenter + viewRight * farHalfWidth + viewUp * farHalfHeight;
} else {
const float orthoHalfHeight = camera.GetOrthographicSize();
const float orthoHalfWidth = orthoHalfHeight * aspect;
const Math::Vector3 nearCenter = cameraPosition + viewForward * sliceNear;
const Math::Vector3 farCenter = cameraPosition + viewForward * sliceFar;
frustumCorners[0] = nearCenter - viewRight * orthoHalfWidth - viewUp * orthoHalfHeight;
frustumCorners[1] = nearCenter + viewRight * orthoHalfWidth - viewUp * orthoHalfHeight;
frustumCorners[2] = nearCenter - viewRight * orthoHalfWidth + viewUp * orthoHalfHeight;
frustumCorners[3] = nearCenter + viewRight * orthoHalfWidth + viewUp * orthoHalfHeight;
frustumCorners[4] = farCenter - viewRight * orthoHalfWidth - viewUp * orthoHalfHeight;
frustumCorners[5] = farCenter + viewRight * orthoHalfWidth - viewUp * orthoHalfHeight;
frustumCorners[6] = farCenter - viewRight * orthoHalfWidth + viewUp * orthoHalfHeight;
frustumCorners[7] = farCenter + viewRight * orthoHalfWidth + viewUp * orthoHalfHeight;
}
Math::Vector3 focusPoint = Math::Vector3::Zero();
for (const Math::Vector3& corner : frustumCorners) {
focusPoint += corner;
}
focusPoint /= static_cast<float>(frustumCorners.size());
Math::Bounds frustumWorldBounds(frustumCorners[0], Math::Vector3::Zero());
for (size_t index = 1; index < frustumCorners.size(); ++index) {
frustumWorldBounds.Encapsulate(frustumCorners[index]);
}
const float shadowViewDistance = std::max(sliceFar, shadowSettings.minDepthRange * 0.5f);
const Math::Vector3 shadowWorldPosition =
focusPoint + lightDirection * shadowViewDistance;
Math::Vector3 shadowUp = Math::Vector3::Up();
if (std::abs(Math::Vector3::Dot(lightDirection, shadowUp)) > 0.98f) {
shadowUp = Math::Vector3::Forward();
}
const Math::Vector3 shadowForward = (focusPoint - shadowWorldPosition).SqrMagnitude() <= Math::EPSILON
? (lightDirection * -1.0f)
: (focusPoint - shadowWorldPosition).Normalized();
const Math::Quaternion shadowRotation = Math::Quaternion::LookRotation(shadowForward, shadowUp);
const Math::Matrix4x4 view = Math::Matrix4x4::TRS(
shadowWorldPosition,
shadowRotation,
Math::Vector3::One()).Inverse();
float minX = std::numeric_limits<float>::max();
float maxX = std::numeric_limits<float>::lowest();
float minY = std::numeric_limits<float>::max();
float maxY = std::numeric_limits<float>::lowest();
float minZ = std::numeric_limits<float>::max();
float maxZ = std::numeric_limits<float>::lowest();
ExpandLightSpaceBounds(view, frustumCorners, minX, maxX, minY, maxY, minZ, maxZ);
const uint32_t cullingMask = camera.GetCullingMask();
const std::vector<Components::MeshFilterComponent*> meshFilters =
scene.FindObjectsOfType<Components::MeshFilterComponent>();
for (Components::MeshFilterComponent* meshFilter : meshFilters) {
if (meshFilter == nullptr ||
!meshFilter->IsEnabled() ||
meshFilter->GetGameObject() == nullptr) {
continue;
}
Components::GameObject* gameObject = meshFilter->GetGameObject();
if (!gameObject->IsActiveInHierarchy()) {
continue;
}
const uint32_t gameObjectLayerMask = 1u << gameObject->GetLayer();
if ((cullingMask & gameObjectLayerMask) == 0u) {
continue;
}
Components::MeshRendererComponent* meshRenderer =
gameObject->GetComponent<Components::MeshRendererComponent>();
if (meshRenderer == nullptr ||
!meshRenderer->IsEnabled() ||
(!meshRenderer->GetCastShadows() && !meshRenderer->GetReceiveShadows())) {
continue;
}
Resources::Mesh* mesh = meshFilter->GetMesh();
if (mesh == nullptr || !mesh->IsValid()) {
continue;
}
std::array<Math::Vector3, 8> worldCorners = {};
const Math::Bounds worldBounds = TransformBoundsToWorldSpace(
mesh->GetBounds(),
gameObject->GetTransform()->GetLocalToWorldMatrix(),
&worldCorners);
if (!frustumWorldBounds.Intersects(worldBounds)) {
continue;
}
ExpandLightSpaceBounds(view, worldCorners, minX, maxX, minY, maxY, minZ, maxZ);
}
minX -= shadowSettings.boundsPadding;
maxX += shadowSettings.boundsPadding;
minY -= shadowSettings.boundsPadding;
maxY += shadowSettings.boundsPadding;
minZ -= shadowSettings.minDepthPadding;
maxZ += shadowSettings.minDepthPadding;
const float shadowHalfExtent = std::max(
std::max(std::abs(minX), std::abs(maxX)),
std::max(std::abs(minY), std::abs(maxY)));
const float unclampedShadowDepthRange = maxZ - minZ;
if (unclampedShadowDepthRange < shadowSettings.minDepthRange) {
const float centerZ = (minZ + maxZ) * 0.5f;
const float halfDepthRange = shadowSettings.minDepthRange * 0.5f;
minZ = centerZ - halfDepthRange;
maxZ = centerZ + halfDepthRange;
}
const Math::Matrix4x4 projection = Math::Matrix4x4::Orthographic(
minX,
maxX,
minY,
maxY,
minZ,
maxZ);
plan.enabled = true;
plan.lightDirection = lightDirection;
plan.focusPoint = focusPoint;
plan.orthographicHalfExtent = shadowHalfExtent;
plan.nearClipPlane = minZ;
plan.farClipPlane = maxZ;
plan.mapWidth = shadowSettings.mapDimension;
plan.mapHeight = shadowSettings.mapDimension;
plan.cameraData.view = view.Transpose();
plan.cameraData.projection = projection.Transpose();
plan.cameraData.viewProjection = (projection * view).Transpose();
plan.cameraData.worldPosition = shadowWorldPosition;
plan.cameraData.clearColor = Math::Color::Black();
plan.cameraData.clearFlags = RenderClearFlags::Depth;
plan.cameraData.viewportWidth = plan.mapWidth;
plan.cameraData.viewportHeight = plan.mapHeight;
return plan;
}
} // namespace Internal
} // namespace Rendering
} // namespace XCEngine

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@@ -0,0 +1,34 @@
#pragma once
#include "Rendering/Planning/SceneRenderRequestPlanner.h"
#include <cstddef>
namespace XCEngine {
namespace Components {
class CameraComponent;
class LightComponent;
class Scene;
} // namespace Components
namespace Rendering {
namespace Internal {
DirectionalShadowPlanningSettings SanitizeDirectionalShadowPlanningSettings(
const DirectionalShadowPlanningSettings& settings);
bool ShouldPlanDirectionalShadowForCamera(
const Components::CameraComponent& camera,
size_t renderedBaseCameraCount,
size_t renderedRequestCount);
DirectionalShadowRenderPlan BuildDirectionalShadowRenderPlan(
const Components::Scene& scene,
const Components::CameraComponent& camera,
const Components::LightComponent& light,
const DirectionalShadowPlanningSettings& shadowSettings,
float viewportAspect);
} // namespace Internal
} // namespace Rendering
} // namespace XCEngine

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@@ -1,339 +1,21 @@
#include "Rendering/Planning/SceneRenderRequestPlanner.h" #include "Rendering/Planning/SceneRenderRequestPlanner.h"
#include "Components/GameObject.h" #include "Components/CameraComponent.h"
#include "Components/LightComponent.h" #include "Components/LightComponent.h"
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "Core/Math/Matrix4.h"
#include "Core/Math/Quaternion.h"
#include "Rendering/Extraction/RenderSceneUtility.h" #include "Rendering/Extraction/RenderSceneUtility.h"
#include "Rendering/Planning/Internal/DirectionalShadowPlanning.h"
#include "Rendering/Planning/SceneRenderRequestUtils.h" #include "Rendering/Planning/SceneRenderRequestUtils.h"
#include "Scene/Scene.h" #include "Scene/Scene.h"
#include <array>
#include <algorithm> #include <algorithm>
#include <limits>
namespace XCEngine { namespace XCEngine {
namespace Rendering { namespace Rendering {
namespace {
DirectionalShadowPlanningSettings SanitizeDirectionalShadowPlanningSettings(
const DirectionalShadowPlanningSettings& settings) {
DirectionalShadowPlanningSettings sanitized = settings;
const DirectionalShadowPlanningSettings defaults = {};
if (sanitized.mapDimension == 0u) {
sanitized.mapDimension = defaults.mapDimension;
}
if (sanitized.minFocusDistance <= Math::EPSILON) {
sanitized.minFocusDistance = defaults.minFocusDistance;
}
if (sanitized.maxFocusDistance < sanitized.minFocusDistance) {
sanitized.maxFocusDistance = (settings.maxFocusDistance >= defaults.minFocusDistance)
? settings.maxFocusDistance
: defaults.maxFocusDistance;
sanitized.maxFocusDistance = std::max(sanitized.maxFocusDistance, sanitized.minFocusDistance);
}
if (sanitized.perspectiveFocusFactor <= Math::EPSILON) {
sanitized.perspectiveFocusFactor = defaults.perspectiveFocusFactor;
}
if (sanitized.orthographicFocusFactor <= Math::EPSILON) {
sanitized.orthographicFocusFactor = defaults.orthographicFocusFactor;
}
if (sanitized.minDepthRange <= Math::EPSILON) {
sanitized.minDepthRange = defaults.minDepthRange;
}
if (sanitized.boundsPadding < 0.0f) {
sanitized.boundsPadding = defaults.boundsPadding;
}
if (sanitized.minDepthPadding < 0.0f) {
sanitized.minDepthPadding = defaults.minDepthPadding;
}
return sanitized;
}
bool ShouldPlanDirectionalShadowForCamera(
const Components::CameraComponent& camera,
size_t renderedBaseCameraCount,
size_t renderedRequestCount) {
if (camera.GetStackType() == Components::CameraStackType::Overlay) {
return renderedBaseCameraCount == 0u &&
renderedRequestCount == 0u;
}
return true;
}
std::array<Math::Vector3, 8> BuildBoundsCorners(const Math::Bounds& bounds) {
const Math::Vector3 min = bounds.GetMin();
const Math::Vector3 max = bounds.GetMax();
return {
min,
Math::Vector3(max.x, min.y, min.z),
Math::Vector3(min.x, max.y, min.z),
Math::Vector3(min.x, min.y, max.z),
max,
Math::Vector3(min.x, max.y, max.z),
Math::Vector3(max.x, min.y, max.z),
Math::Vector3(max.x, max.y, min.z)
};
}
Math::Bounds TransformBoundsToWorldSpace(
const Math::Bounds& localBounds,
const Math::Matrix4x4& localToWorld,
std::array<Math::Vector3, 8>* outWorldCorners = nullptr) {
const std::array<Math::Vector3, 8> localCorners = BuildBoundsCorners(localBounds);
std::array<Math::Vector3, 8> worldCorners = {};
for (size_t index = 0; index < localCorners.size(); ++index) {
worldCorners[index] = localToWorld.MultiplyPoint(localCorners[index]);
}
Math::Bounds worldBounds(worldCorners[0], Math::Vector3::Zero());
for (size_t index = 1; index < worldCorners.size(); ++index) {
worldBounds.Encapsulate(worldCorners[index]);
}
if (outWorldCorners != nullptr) {
*outWorldCorners = worldCorners;
}
return worldBounds;
}
void ExpandLightSpaceBounds(
const Math::Matrix4x4& view,
const std::array<Math::Vector3, 8>& worldCorners,
float& minX,
float& maxX,
float& minY,
float& maxY,
float& minZ,
float& maxZ) {
for (const Math::Vector3& corner : worldCorners) {
const Math::Vector3 cornerLS = view.MultiplyPoint(corner);
minX = std::min(minX, cornerLS.x);
maxX = std::max(maxX, cornerLS.x);
minY = std::min(minY, cornerLS.y);
maxY = std::max(maxY, cornerLS.y);
minZ = std::min(minZ, cornerLS.z);
maxZ = std::max(maxZ, cornerLS.z);
}
}
DirectionalShadowRenderPlan BuildDirectionalShadowRenderPlan(
const Components::Scene& scene,
const Components::CameraComponent& camera,
const Components::LightComponent& light,
const DirectionalShadowPlanningSettings& shadowSettings,
float viewportAspect) {
DirectionalShadowRenderPlan plan = {};
if (!light.GetCastsShadows()) {
return plan;
}
Math::Vector3 lightDirection = light.transform().GetForward() * -1.0f;
if (lightDirection.SqrMagnitude() <= Math::EPSILON) {
lightDirection = Math::Vector3::Back();
} else {
lightDirection = lightDirection.Normalized();
}
const Math::Vector3 viewForward = camera.transform().GetForward().SqrMagnitude() <= Math::EPSILON
? Math::Vector3::Forward()
: camera.transform().GetForward().Normalized();
const Math::Vector3 viewRight = camera.transform().GetRight().SqrMagnitude() <= Math::EPSILON
? Math::Vector3::Right()
: camera.transform().GetRight().Normalized();
const Math::Vector3 viewUp = camera.transform().GetUp().SqrMagnitude() <= Math::EPSILON
? Math::Vector3::Up()
: camera.transform().GetUp().Normalized();
const Math::Vector3 cameraPosition = camera.transform().GetPosition();
const float aspect = viewportAspect > Math::EPSILON ? viewportAspect : 1.0f;
const float shadowDistance = camera.GetProjectionType() == Components::CameraProjectionType::Perspective
? std::clamp(
camera.GetFarClipPlane() * shadowSettings.perspectiveFocusFactor,
shadowSettings.minFocusDistance,
shadowSettings.maxFocusDistance)
: std::clamp(
camera.GetOrthographicSize() * shadowSettings.orthographicFocusFactor,
shadowSettings.minFocusDistance,
shadowSettings.maxFocusDistance);
const float sliceNear = std::max(camera.GetNearClipPlane(), 0.1f);
const float sliceFar = std::max(sliceNear + 0.1f, shadowDistance);
std::array<Math::Vector3, 8> frustumCorners = {};
if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
const float tanHalfFov = std::tan(camera.GetFieldOfView() * Math::DEG_TO_RAD * 0.5f);
const float nearHalfHeight = tanHalfFov * sliceNear;
const float nearHalfWidth = nearHalfHeight * aspect;
const float farHalfHeight = tanHalfFov * sliceFar;
const float farHalfWidth = farHalfHeight * aspect;
const Math::Vector3 nearCenter = cameraPosition + viewForward * sliceNear;
const Math::Vector3 farCenter = cameraPosition + viewForward * sliceFar;
frustumCorners[0] = nearCenter - viewRight * nearHalfWidth - viewUp * nearHalfHeight;
frustumCorners[1] = nearCenter + viewRight * nearHalfWidth - viewUp * nearHalfHeight;
frustumCorners[2] = nearCenter - viewRight * nearHalfWidth + viewUp * nearHalfHeight;
frustumCorners[3] = nearCenter + viewRight * nearHalfWidth + viewUp * nearHalfHeight;
frustumCorners[4] = farCenter - viewRight * farHalfWidth - viewUp * farHalfHeight;
frustumCorners[5] = farCenter + viewRight * farHalfWidth - viewUp * farHalfHeight;
frustumCorners[6] = farCenter - viewRight * farHalfWidth + viewUp * farHalfHeight;
frustumCorners[7] = farCenter + viewRight * farHalfWidth + viewUp * farHalfHeight;
} else {
const float orthoHalfHeight = camera.GetOrthographicSize();
const float orthoHalfWidth = orthoHalfHeight * aspect;
const Math::Vector3 nearCenter = cameraPosition + viewForward * sliceNear;
const Math::Vector3 farCenter = cameraPosition + viewForward * sliceFar;
frustumCorners[0] = nearCenter - viewRight * orthoHalfWidth - viewUp * orthoHalfHeight;
frustumCorners[1] = nearCenter + viewRight * orthoHalfWidth - viewUp * orthoHalfHeight;
frustumCorners[2] = nearCenter - viewRight * orthoHalfWidth + viewUp * orthoHalfHeight;
frustumCorners[3] = nearCenter + viewRight * orthoHalfWidth + viewUp * orthoHalfHeight;
frustumCorners[4] = farCenter - viewRight * orthoHalfWidth - viewUp * orthoHalfHeight;
frustumCorners[5] = farCenter + viewRight * orthoHalfWidth - viewUp * orthoHalfHeight;
frustumCorners[6] = farCenter - viewRight * orthoHalfWidth + viewUp * orthoHalfHeight;
frustumCorners[7] = farCenter + viewRight * orthoHalfWidth + viewUp * orthoHalfHeight;
}
Math::Vector3 focusPoint = Math::Vector3::Zero();
for (const Math::Vector3& corner : frustumCorners) {
focusPoint += corner;
}
focusPoint /= static_cast<float>(frustumCorners.size());
Math::Bounds frustumWorldBounds(frustumCorners[0], Math::Vector3::Zero());
for (size_t index = 1; index < frustumCorners.size(); ++index) {
frustumWorldBounds.Encapsulate(frustumCorners[index]);
}
const float shadowViewDistance = std::max(sliceFar, shadowSettings.minDepthRange * 0.5f);
const Math::Vector3 shadowWorldPosition =
focusPoint + lightDirection * shadowViewDistance;
Math::Vector3 shadowUp = Math::Vector3::Up();
if (std::abs(Math::Vector3::Dot(lightDirection, shadowUp)) > 0.98f) {
shadowUp = Math::Vector3::Forward();
}
const Math::Vector3 shadowForward = (focusPoint - shadowWorldPosition).SqrMagnitude() <= Math::EPSILON
? (lightDirection * -1.0f)
: (focusPoint - shadowWorldPosition).Normalized();
const Math::Quaternion shadowRotation = Math::Quaternion::LookRotation(shadowForward, shadowUp);
const Math::Matrix4x4 view = Math::Matrix4x4::TRS(
shadowWorldPosition,
shadowRotation,
Math::Vector3::One()).Inverse();
float minX = std::numeric_limits<float>::max();
float maxX = std::numeric_limits<float>::lowest();
float minY = std::numeric_limits<float>::max();
float maxY = std::numeric_limits<float>::lowest();
float minZ = std::numeric_limits<float>::max();
float maxZ = std::numeric_limits<float>::lowest();
ExpandLightSpaceBounds(view, frustumCorners, minX, maxX, minY, maxY, minZ, maxZ);
const uint32_t cullingMask = camera.GetCullingMask();
const std::vector<Components::MeshFilterComponent*> meshFilters =
scene.FindObjectsOfType<Components::MeshFilterComponent>();
for (Components::MeshFilterComponent* meshFilter : meshFilters) {
if (meshFilter == nullptr ||
!meshFilter->IsEnabled() ||
meshFilter->GetGameObject() == nullptr) {
continue;
}
Components::GameObject* gameObject = meshFilter->GetGameObject();
if (!gameObject->IsActiveInHierarchy()) {
continue;
}
const uint32_t gameObjectLayerMask = 1u << gameObject->GetLayer();
if ((cullingMask & gameObjectLayerMask) == 0u) {
continue;
}
Components::MeshRendererComponent* meshRenderer =
gameObject->GetComponent<Components::MeshRendererComponent>();
if (meshRenderer == nullptr ||
!meshRenderer->IsEnabled() ||
(!meshRenderer->GetCastShadows() && !meshRenderer->GetReceiveShadows())) {
continue;
}
Resources::Mesh* mesh = meshFilter->GetMesh();
if (mesh == nullptr || !mesh->IsValid()) {
continue;
}
std::array<Math::Vector3, 8> worldCorners = {};
const Math::Bounds worldBounds = TransformBoundsToWorldSpace(
mesh->GetBounds(),
gameObject->GetTransform()->GetLocalToWorldMatrix(),
&worldCorners);
if (!frustumWorldBounds.Intersects(worldBounds)) {
continue;
}
ExpandLightSpaceBounds(view, worldCorners, minX, maxX, minY, maxY, minZ, maxZ);
}
minX -= shadowSettings.boundsPadding;
maxX += shadowSettings.boundsPadding;
minY -= shadowSettings.boundsPadding;
maxY += shadowSettings.boundsPadding;
minZ -= shadowSettings.minDepthPadding;
maxZ += shadowSettings.minDepthPadding;
const float shadowHalfExtent = std::max(
std::max(std::abs(minX), std::abs(maxX)),
std::max(std::abs(minY), std::abs(maxY)));
const float unclampedShadowDepthRange = maxZ - minZ;
if (unclampedShadowDepthRange < shadowSettings.minDepthRange) {
const float centerZ = (minZ + maxZ) * 0.5f;
const float halfDepthRange = shadowSettings.minDepthRange * 0.5f;
minZ = centerZ - halfDepthRange;
maxZ = centerZ + halfDepthRange;
}
const Math::Matrix4x4 projection = Math::Matrix4x4::Orthographic(
minX,
maxX,
minY,
maxY,
minZ,
maxZ);
plan.enabled = true;
plan.lightDirection = lightDirection;
plan.focusPoint = focusPoint;
plan.orthographicHalfExtent = shadowHalfExtent;
plan.nearClipPlane = minZ;
plan.farClipPlane = maxZ;
plan.mapWidth = shadowSettings.mapDimension;
plan.mapHeight = shadowSettings.mapDimension;
plan.cameraData.view = view.Transpose();
plan.cameraData.projection = projection.Transpose();
plan.cameraData.viewProjection = (projection * view).Transpose();
plan.cameraData.worldPosition = shadowWorldPosition;
plan.cameraData.clearColor = Math::Color::Black();
plan.cameraData.clearFlags = RenderClearFlags::Depth;
plan.cameraData.viewportWidth = plan.mapWidth;
plan.cameraData.viewportHeight = plan.mapHeight;
return plan;
}
} // namespace
void SceneRenderRequestPlanner::SetDirectionalShadowPlanningSettings( void SceneRenderRequestPlanner::SetDirectionalShadowPlanningSettings(
const DirectionalShadowPlanningSettings& settings) { const DirectionalShadowPlanningSettings& settings) {
m_directionalShadowPlanningSettings = SanitizeDirectionalShadowPlanningSettings(settings); m_directionalShadowPlanningSettings =
Internal::SanitizeDirectionalShadowPlanningSettings(settings);
} }
const DirectionalShadowPlanningSettings& SceneRenderRequestPlanner::GetDirectionalShadowPlanningSettings() const { const DirectionalShadowPlanningSettings& SceneRenderRequestPlanner::GetDirectionalShadowPlanningSettings() const {
@@ -387,7 +69,7 @@ std::vector<CameraRenderRequest> SceneRenderRequestPlanner::BuildRequests(
continue; continue;
} }
if (ShouldPlanDirectionalShadowForCamera( if (Internal::ShouldPlanDirectionalShadowForCamera(
*camera, *camera,
renderedBaseCameraCount, renderedBaseCameraCount,
requests.size())) { requests.size())) {
@@ -399,7 +81,7 @@ std::vector<CameraRenderRequest> SceneRenderRequestPlanner::BuildRequests(
? static_cast<float>(surface.GetRenderAreaWidth()) / ? static_cast<float>(surface.GetRenderAreaWidth()) /
static_cast<float>(surface.GetRenderAreaHeight()) static_cast<float>(surface.GetRenderAreaHeight())
: 1.0f; : 1.0f;
request.directionalShadow = BuildDirectionalShadowRenderPlan( request.directionalShadow = Internal::BuildDirectionalShadowRenderPlan(
scene, scene,
*camera, *camera,
*mainDirectionalLight, *mainDirectionalLight,