Extract bounded additional scene lights
This commit is contained in:
@@ -5,6 +5,7 @@
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#include <XCEngine/Rendering/RenderCameraData.h>
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#include <XCEngine/Rendering/VisibleRenderObject.h>
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#include <array>
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#include <cstdint>
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#include <vector>
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@@ -29,6 +30,24 @@ struct RenderDirectionalLightData {
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Math::Color color = Math::Color::White();
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};
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enum class RenderLightType : uint32_t {
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Directional = 0,
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Point = 1,
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Spot = 2
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};
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struct RenderAdditionalLightData {
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RenderLightType type = RenderLightType::Point;
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bool enabled = false;
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bool castsShadows = false;
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Math::Color color = Math::Color::White();
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float intensity = 1.0f;
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Math::Vector3 position = Math::Vector3::Zero();
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Math::Vector3 direction = Math::Vector3::Back();
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float range = 0.0f;
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float spotAngle = 0.0f;
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};
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struct RenderDirectionalShadowData {
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bool enabled = false;
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Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
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@@ -41,8 +60,12 @@ struct RenderDirectionalShadowData {
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};
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struct RenderLightingData {
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static constexpr uint32_t kMaxAdditionalLightCount = 8u;
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RenderDirectionalLightData mainDirectionalLight;
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RenderDirectionalShadowData mainDirectionalShadow;
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std::array<RenderAdditionalLightData, kMaxAdditionalLightCount> additionalLights = {};
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uint32_t additionalLightCount = 0u;
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bool HasMainDirectionalLight() const {
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return mainDirectionalLight.enabled;
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@@ -51,6 +74,10 @@ struct RenderLightingData {
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bool HasMainDirectionalShadow() const {
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return mainDirectionalShadow.IsValid();
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}
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bool HasAdditionalLights() const {
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return additionalLightCount > 0u;
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}
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};
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struct RenderSceneData {
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@@ -81,6 +108,8 @@ public:
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private:
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void ExtractLighting(
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const Components::Scene& scene,
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const Math::Vector3& cameraPosition,
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uint32_t cullingMask,
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RenderLightingData& lightingData) const;
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void ExtractVisibleItems(
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Components::GameObject* gameObject,
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@@ -11,6 +11,7 @@ namespace XCEngine {
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namespace Components {
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class CameraComponent;
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class GameObject;
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class LightComponent;
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class Scene;
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} // namespace Components
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@@ -31,5 +32,18 @@ std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
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const std::vector<uint64_t>& entityIds,
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const Math::Vector3& cameraPosition);
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bool IsUsableLight(const Components::LightComponent* light);
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bool IsLightVisibleForCullingMask(
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const Components::LightComponent& light,
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uint32_t cullingMask);
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Math::Vector3 BuildRenderLightDirection(
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const Components::LightComponent& light);
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Components::LightComponent* FindMainDirectionalLight(
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const Components::Scene& scene,
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uint32_t cullingMask = 0xFFFFFFFFu);
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} // namespace Rendering
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} // namespace XCEngine
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@@ -21,11 +21,95 @@ bool IsUsableCamera(const Components::CameraComponent* camera) {
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camera->GetGameObject()->IsActiveInHierarchy();
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}
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bool IsUsableLight(const Components::LightComponent* light) {
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return light != nullptr &&
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light->IsEnabled() &&
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light->GetGameObject() != nullptr &&
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light->GetGameObject()->IsActiveInHierarchy();
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RenderLightType ToRenderLightType(Components::LightType lightType) {
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switch (lightType) {
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case Components::LightType::Directional:
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return RenderLightType::Directional;
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case Components::LightType::Point:
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return RenderLightType::Point;
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case Components::LightType::Spot:
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return RenderLightType::Spot;
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}
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return RenderLightType::Point;
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}
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RenderDirectionalLightData BuildDirectionalLightData(
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const Components::LightComponent& light) {
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RenderDirectionalLightData lightData;
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lightData.enabled = true;
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lightData.castsShadows = light.GetCastsShadows();
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lightData.intensity = light.GetIntensity();
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lightData.color = light.GetColor();
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lightData.direction = BuildRenderLightDirection(light);
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return lightData;
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}
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RenderAdditionalLightData BuildAdditionalLightData(
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const Components::LightComponent& light) {
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RenderAdditionalLightData lightData;
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lightData.type = ToRenderLightType(light.GetLightType());
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lightData.enabled = true;
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lightData.castsShadows = light.GetCastsShadows();
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lightData.color = light.GetColor();
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lightData.intensity = light.GetIntensity();
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switch (light.GetLightType()) {
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case Components::LightType::Directional:
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lightData.direction = BuildRenderLightDirection(light);
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break;
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case Components::LightType::Point:
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lightData.position = light.transform().GetPosition();
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lightData.range = light.GetRange();
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break;
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case Components::LightType::Spot:
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lightData.position = light.transform().GetPosition();
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lightData.direction = BuildRenderLightDirection(light);
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lightData.range = light.GetRange();
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lightData.spotAngle = light.GetSpotAngle();
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break;
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}
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return lightData;
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}
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float ComputeAdditionalLightInfluence(
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const Components::LightComponent& light,
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const Math::Vector3& cameraPosition) {
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if (light.GetIntensity() <= Math::EPSILON) {
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return 0.0f;
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}
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if (light.GetLightType() == Components::LightType::Directional) {
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return light.GetIntensity();
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}
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const float range = std::max(light.GetRange(), 0.001f);
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const float rangeSq = range * range;
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const Math::Vector3 lightPosition = light.transform().GetPosition();
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const float distanceSq = (lightPosition - cameraPosition).SqrMagnitude();
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if (distanceSq >= rangeSq) {
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return 0.0f;
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}
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return light.GetIntensity() / std::max(distanceSq, Math::EPSILON);
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}
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uint32_t GetAdditionalLightGroupRank(const Components::LightComponent& light) {
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return light.GetLightType() == Components::LightType::Directional ? 0u : 1u;
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}
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uint32_t GetAdditionalLightTypeRank(const Components::LightComponent& light) {
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switch (light.GetLightType()) {
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case Components::LightType::Directional:
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return 0u;
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case Components::LightType::Point:
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return 1u;
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case Components::LightType::Spot:
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return 2u;
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}
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return 3u;
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}
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bool CompareVisibleItems(const VisibleRenderItem& lhs, const VisibleRenderItem& rhs) {
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@@ -73,7 +157,7 @@ RenderSceneData RenderSceneExtractor::Extract(
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sceneData.visibleItems.begin(),
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sceneData.visibleItems.end(),
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CompareVisibleItems);
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ExtractLighting(scene, sceneData.lighting);
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ExtractLighting(scene, cameraPosition, cullingMask, sceneData.lighting);
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return sceneData;
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}
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@@ -102,7 +186,7 @@ RenderSceneData RenderSceneExtractor::ExtractForCamera(
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sceneData.visibleItems.begin(),
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sceneData.visibleItems.end(),
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CompareVisibleItems);
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ExtractLighting(scene, sceneData.lighting);
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ExtractLighting(scene, cameraPosition, cullingMask, sceneData.lighting);
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return sceneData;
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}
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@@ -144,43 +228,73 @@ Components::CameraComponent* RenderSceneExtractor::SelectCamera(
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void RenderSceneExtractor::ExtractLighting(
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const Components::Scene& scene,
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const Math::Vector3& cameraPosition,
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uint32_t cullingMask,
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RenderLightingData& lightingData) const {
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lightingData = {};
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const std::vector<Components::LightComponent*> lights =
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scene.FindObjectsOfType<Components::LightComponent>();
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Components::LightComponent* mainDirectionalLight = nullptr;
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Components::LightComponent* mainDirectionalLight =
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FindMainDirectionalLight(scene, cullingMask);
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if (mainDirectionalLight != nullptr) {
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lightingData.mainDirectionalLight = BuildDirectionalLightData(*mainDirectionalLight);
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}
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struct AdditionalLightCandidate {
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RenderAdditionalLightData data = {};
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float influence = 0.0f;
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uint32_t groupRank = 0u;
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uint32_t typeRank = 0u;
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Components::GameObject::ID gameObjectId = Components::GameObject::INVALID_ID;
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};
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std::vector<AdditionalLightCandidate> candidates;
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candidates.reserve(lights.size());
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for (Components::LightComponent* light : lights) {
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if (!IsUsableLight(light) ||
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light->GetLightType() != Components::LightType::Directional) {
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if (light == nullptr ||
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!IsLightVisibleForCullingMask(*light, cullingMask) ||
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light == mainDirectionalLight) {
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continue;
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}
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if (mainDirectionalLight == nullptr ||
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light->GetIntensity() > mainDirectionalLight->GetIntensity()) {
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mainDirectionalLight = light;
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}
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AdditionalLightCandidate candidate;
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candidate.data = BuildAdditionalLightData(*light);
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candidate.influence = ComputeAdditionalLightInfluence(*light, cameraPosition);
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candidate.groupRank = GetAdditionalLightGroupRank(*light);
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candidate.typeRank = GetAdditionalLightTypeRank(*light);
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candidate.gameObjectId = light->GetGameObject() != nullptr
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? light->GetGameObject()->GetID()
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: Components::GameObject::INVALID_ID;
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candidates.push_back(candidate);
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}
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if (mainDirectionalLight == nullptr) {
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lightingData = {};
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return;
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std::sort(
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candidates.begin(),
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candidates.end(),
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[](const AdditionalLightCandidate& lhs, const AdditionalLightCandidate& rhs) {
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if (lhs.groupRank != rhs.groupRank) {
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return lhs.groupRank < rhs.groupRank;
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}
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if (lhs.influence != rhs.influence) {
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return lhs.influence > rhs.influence;
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}
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if (lhs.typeRank != rhs.typeRank) {
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return lhs.typeRank < rhs.typeRank;
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}
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return lhs.gameObjectId < rhs.gameObjectId;
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});
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const uint32_t additionalLightCount = static_cast<uint32_t>(
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std::min(candidates.size(), static_cast<size_t>(RenderLightingData::kMaxAdditionalLightCount)));
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lightingData.additionalLightCount = additionalLightCount;
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for (uint32_t index = 0; index < additionalLightCount; ++index) {
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lightingData.additionalLights[index] = candidates[index].data;
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}
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RenderDirectionalLightData lightData;
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lightData.enabled = true;
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lightData.castsShadows = mainDirectionalLight->GetCastsShadows();
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lightData.intensity = mainDirectionalLight->GetIntensity();
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lightData.color = mainDirectionalLight->GetColor();
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Math::Vector3 direction = mainDirectionalLight->transform().GetForward() * -1.0f;
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if (direction.SqrMagnitude() <= Math::EPSILON) {
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direction = Math::Vector3::Back();
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} else {
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direction = direction.Normalized();
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}
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lightData.direction = direction;
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lightingData.mainDirectionalLight = lightData;
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}
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void RenderSceneExtractor::ExtractVisibleItems(
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@@ -2,6 +2,7 @@
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#include "Components/CameraComponent.h"
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#include "Components/GameObject.h"
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#include "Components/LightComponent.h"
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#include "Components/MeshFilterComponent.h"
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#include "Components/MeshRendererComponent.h"
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#include "Components/TransformComponent.h"
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@@ -139,5 +140,57 @@ std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
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return visibleItems;
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}
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bool IsUsableLight(const Components::LightComponent* light) {
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return light != nullptr &&
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light->IsEnabled() &&
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light->GetGameObject() != nullptr &&
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light->GetGameObject()->IsActiveInHierarchy();
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}
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bool IsLightVisibleForCullingMask(
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const Components::LightComponent& light,
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uint32_t cullingMask) {
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if (!IsUsableLight(&light)) {
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return false;
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}
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const Components::GameObject* gameObject = light.GetGameObject();
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const uint32_t gameObjectLayerMask = 1u << gameObject->GetLayer();
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return (cullingMask & gameObjectLayerMask) != 0u;
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}
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Math::Vector3 BuildRenderLightDirection(
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const Components::LightComponent& light) {
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Math::Vector3 direction = light.transform().GetForward() * -1.0f;
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if (direction.SqrMagnitude() <= Math::EPSILON) {
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return Math::Vector3::Back();
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}
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return direction.Normalized();
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}
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Components::LightComponent* FindMainDirectionalLight(
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const Components::Scene& scene,
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uint32_t cullingMask) {
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const std::vector<Components::LightComponent*> lights =
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scene.FindObjectsOfType<Components::LightComponent>();
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Components::LightComponent* mainDirectionalLight = nullptr;
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for (Components::LightComponent* light : lights) {
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if (light == nullptr ||
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!IsLightVisibleForCullingMask(*light, cullingMask) ||
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light->GetLightType() != Components::LightType::Directional) {
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continue;
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}
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if (mainDirectionalLight == nullptr ||
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light->GetIntensity() > mainDirectionalLight->GetIntensity()) {
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mainDirectionalLight = light;
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}
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}
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return mainDirectionalLight;
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}
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} // namespace Rendering
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} // namespace XCEngine
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@@ -1,12 +1,19 @@
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#include "Rendering/SceneRenderRequestPlanner.h"
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#include "Components/GameObject.h"
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#include "Components/LightComponent.h"
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#include "Components/MeshFilterComponent.h"
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#include "Components/MeshRendererComponent.h"
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#include "Core/Math/Matrix4.h"
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#include "Core/Math/Quaternion.h"
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#include "Rendering/RenderSceneUtility.h"
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#include "Rendering/SceneRenderRequestUtils.h"
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#include "Scene/Scene.h"
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#include <array>
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#include <algorithm>
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#include <limits>
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namespace XCEngine {
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namespace Rendering {
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@@ -15,42 +22,12 @@ namespace {
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constexpr uint32_t kDirectionalShadowMapDimension = 1024;
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constexpr float kMinShadowFocusDistance = 5.0f;
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constexpr float kMaxShadowFocusDistance = 25.0f;
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constexpr float kPerspectiveShadowFocusFactor = 0.25f;
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constexpr float kMaxShadowFocusDistance = 64.0f;
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constexpr float kPerspectiveShadowFocusFactor = 1.0f;
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constexpr float kOrthographicShadowFocusFactor = 2.0f;
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constexpr float kMinShadowHalfExtent = 10.0f;
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constexpr float kMaxShadowHalfExtent = 40.0f;
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constexpr float kPerspectiveShadowCoverageFactor = 0.20f;
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constexpr float kOrthographicShadowCoverageFactor = 2.0f;
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constexpr float kShadowNearClipPlane = 0.1f;
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constexpr float kMinShadowDepthRange = 20.0f;
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bool IsUsableDirectionalLight(const Components::LightComponent* light) {
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return light != nullptr &&
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light->IsEnabled() &&
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light->GetGameObject() != nullptr &&
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light->GetGameObject()->IsActiveInHierarchy() &&
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light->GetLightType() == Components::LightType::Directional;
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}
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Components::LightComponent* FindMainDirectionalLight(const Components::Scene& scene) {
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const std::vector<Components::LightComponent*> lights =
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scene.FindObjectsOfType<Components::LightComponent>();
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Components::LightComponent* mainDirectionalLight = nullptr;
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for (Components::LightComponent* light : lights) {
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if (!IsUsableDirectionalLight(light)) {
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continue;
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}
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if (mainDirectionalLight == nullptr ||
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light->GetIntensity() > mainDirectionalLight->GetIntensity()) {
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mainDirectionalLight = light;
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}
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}
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return mainDirectionalLight;
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}
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constexpr float kShadowBoundsPadding = 1.0f;
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constexpr float kMinShadowDepthPadding = 2.0f;
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bool ShouldPlanDirectionalShadowForCamera(
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const Components::CameraComponent& camera,
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@@ -64,9 +41,68 @@ bool ShouldPlanDirectionalShadowForCamera(
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return true;
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}
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std::array<Math::Vector3, 8> BuildBoundsCorners(const Math::Bounds& bounds) {
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const Math::Vector3 min = bounds.GetMin();
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const Math::Vector3 max = bounds.GetMax();
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return {
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min,
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Math::Vector3(max.x, min.y, min.z),
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Math::Vector3(min.x, max.y, min.z),
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Math::Vector3(min.x, min.y, max.z),
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max,
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Math::Vector3(min.x, max.y, max.z),
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Math::Vector3(max.x, min.y, max.z),
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Math::Vector3(max.x, max.y, min.z)
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};
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}
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Math::Bounds TransformBoundsToWorldSpace(
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const Math::Bounds& localBounds,
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const Math::Matrix4x4& localToWorld,
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std::array<Math::Vector3, 8>* outWorldCorners = nullptr) {
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const std::array<Math::Vector3, 8> localCorners = BuildBoundsCorners(localBounds);
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std::array<Math::Vector3, 8> worldCorners = {};
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for (size_t index = 0; index < localCorners.size(); ++index) {
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worldCorners[index] = localToWorld.MultiplyPoint(localCorners[index]);
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}
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Math::Bounds worldBounds(worldCorners[0], Math::Vector3::Zero());
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for (size_t index = 1; index < worldCorners.size(); ++index) {
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worldBounds.Encapsulate(worldCorners[index]);
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}
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if (outWorldCorners != nullptr) {
|
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*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 Components::LightComponent& light,
|
||||
float viewportAspect) {
|
||||
DirectionalShadowRenderPlan plan = {};
|
||||
if (!light.GetCastsShadows()) {
|
||||
return plan;
|
||||
@@ -82,9 +118,16 @@ DirectionalShadowRenderPlan BuildDirectionalShadowRenderPlan(
|
||||
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 focusDistance = camera.GetProjectionType() == Components::CameraProjectionType::Perspective
|
||||
const float shadowDistance = camera.GetProjectionType() == Components::CameraProjectionType::Perspective
|
||||
? std::clamp(
|
||||
camera.GetFarClipPlane() * kPerspectiveShadowFocusFactor,
|
||||
kMinShadowFocusDistance,
|
||||
@@ -93,42 +136,151 @@ DirectionalShadowRenderPlan BuildDirectionalShadowRenderPlan(
|
||||
camera.GetOrthographicSize() * kOrthographicShadowFocusFactor,
|
||||
kMinShadowFocusDistance,
|
||||
kMaxShadowFocusDistance);
|
||||
const Math::Vector3 focusPoint = cameraPosition + viewForward * focusDistance;
|
||||
const float sliceNear = std::max(camera.GetNearClipPlane(), 0.1f);
|
||||
const float sliceFar = std::max(sliceNear + 0.1f, shadowDistance);
|
||||
|
||||
const float shadowHalfExtent = camera.GetProjectionType() == Components::CameraProjectionType::Perspective
|
||||
? std::clamp(
|
||||
camera.GetFarClipPlane() * kPerspectiveShadowCoverageFactor,
|
||||
kMinShadowHalfExtent,
|
||||
kMaxShadowHalfExtent)
|
||||
: std::clamp(
|
||||
camera.GetOrthographicSize() * kOrthographicShadowCoverageFactor,
|
||||
kMinShadowHalfExtent,
|
||||
kMaxShadowHalfExtent);
|
||||
const float shadowDepthRange = std::max(shadowHalfExtent * 4.0f, kMinShadowDepthRange);
|
||||
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, kMinShadowDepthRange * 0.5f);
|
||||
const Math::Vector3 shadowWorldPosition =
|
||||
focusPoint - lightDirection * (shadowDepthRange * 0.5f);
|
||||
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::Matrix4x4 view =
|
||||
Math::Matrix4x4::LookAt(shadowWorldPosition, focusPoint, shadowUp);
|
||||
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 -= kShadowBoundsPadding;
|
||||
maxX += kShadowBoundsPadding;
|
||||
minY -= kShadowBoundsPadding;
|
||||
maxY += kShadowBoundsPadding;
|
||||
minZ -= kMinShadowDepthPadding;
|
||||
maxZ += kMinShadowDepthPadding;
|
||||
|
||||
const float shadowHalfExtent = std::max(
|
||||
std::max(std::abs(minX), std::abs(maxX)),
|
||||
std::max(std::abs(minY), std::abs(maxY)));
|
||||
const float shadowDepthRange = std::max(maxZ - minZ, kMinShadowDepthRange);
|
||||
const Math::Matrix4x4 projection = Math::Matrix4x4::Orthographic(
|
||||
-shadowHalfExtent,
|
||||
shadowHalfExtent,
|
||||
-shadowHalfExtent,
|
||||
shadowHalfExtent,
|
||||
kShadowNearClipPlane,
|
||||
shadowDepthRange);
|
||||
minX,
|
||||
maxX,
|
||||
minY,
|
||||
maxY,
|
||||
minZ,
|
||||
maxZ);
|
||||
|
||||
plan.enabled = true;
|
||||
plan.lightDirection = lightDirection;
|
||||
plan.focusPoint = focusPoint;
|
||||
plan.orthographicHalfExtent = shadowHalfExtent;
|
||||
plan.nearClipPlane = kShadowNearClipPlane;
|
||||
plan.farClipPlane = shadowDepthRange;
|
||||
plan.nearClipPlane = minZ;
|
||||
plan.farClipPlane = maxZ;
|
||||
plan.mapWidth = kDirectionalShadowMapDimension;
|
||||
plan.mapHeight = kDirectionalShadowMapDimension;
|
||||
plan.cameraData.view = view.Transpose();
|
||||
@@ -195,11 +347,16 @@ std::vector<CameraRenderRequest> SceneRenderRequestPlanner::BuildRequests(
|
||||
*camera,
|
||||
renderedBaseCameraCount,
|
||||
requests.size())) {
|
||||
if (Components::LightComponent* mainDirectionalLight = FindMainDirectionalLight(scene);
|
||||
if (Components::LightComponent* mainDirectionalLight =
|
||||
FindMainDirectionalLight(scene, camera->GetCullingMask());
|
||||
mainDirectionalLight != nullptr &&
|
||||
mainDirectionalLight->GetCastsShadows()) {
|
||||
const float viewportAspect = surface.GetRenderAreaHeight() > 0
|
||||
? static_cast<float>(surface.GetRenderAreaWidth()) /
|
||||
static_cast<float>(surface.GetRenderAreaHeight())
|
||||
: 1.0f;
|
||||
request.directionalShadow =
|
||||
BuildDirectionalShadowRenderPlan(*camera, *mainDirectionalLight);
|
||||
BuildDirectionalShadowRenderPlan(scene, *camera, *mainDirectionalLight, viewportAspect);
|
||||
if (request.directionalShadow.IsValid()) {
|
||||
request.shadowCaster.clearFlags = RenderClearFlags::Depth;
|
||||
request.shadowCaster.hasCameraDataOverride = true;
|
||||
|
||||
Reference in New Issue
Block a user