Extract bounded additional scene lights
This commit is contained in:
@@ -5,6 +5,7 @@
|
|||||||
#include <XCEngine/Rendering/RenderCameraData.h>
|
#include <XCEngine/Rendering/RenderCameraData.h>
|
||||||
#include <XCEngine/Rendering/VisibleRenderObject.h>
|
#include <XCEngine/Rendering/VisibleRenderObject.h>
|
||||||
|
|
||||||
|
#include <array>
|
||||||
#include <cstdint>
|
#include <cstdint>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
@@ -29,6 +30,24 @@ struct RenderDirectionalLightData {
|
|||||||
Math::Color color = Math::Color::White();
|
Math::Color color = Math::Color::White();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
enum class RenderLightType : uint32_t {
|
||||||
|
Directional = 0,
|
||||||
|
Point = 1,
|
||||||
|
Spot = 2
|
||||||
|
};
|
||||||
|
|
||||||
|
struct RenderAdditionalLightData {
|
||||||
|
RenderLightType type = RenderLightType::Point;
|
||||||
|
bool enabled = false;
|
||||||
|
bool castsShadows = false;
|
||||||
|
Math::Color color = Math::Color::White();
|
||||||
|
float intensity = 1.0f;
|
||||||
|
Math::Vector3 position = Math::Vector3::Zero();
|
||||||
|
Math::Vector3 direction = Math::Vector3::Back();
|
||||||
|
float range = 0.0f;
|
||||||
|
float spotAngle = 0.0f;
|
||||||
|
};
|
||||||
|
|
||||||
struct RenderDirectionalShadowData {
|
struct RenderDirectionalShadowData {
|
||||||
bool enabled = false;
|
bool enabled = false;
|
||||||
Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
|
Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
|
||||||
@@ -41,8 +60,12 @@ struct RenderDirectionalShadowData {
|
|||||||
};
|
};
|
||||||
|
|
||||||
struct RenderLightingData {
|
struct RenderLightingData {
|
||||||
|
static constexpr uint32_t kMaxAdditionalLightCount = 8u;
|
||||||
|
|
||||||
RenderDirectionalLightData mainDirectionalLight;
|
RenderDirectionalLightData mainDirectionalLight;
|
||||||
RenderDirectionalShadowData mainDirectionalShadow;
|
RenderDirectionalShadowData mainDirectionalShadow;
|
||||||
|
std::array<RenderAdditionalLightData, kMaxAdditionalLightCount> additionalLights = {};
|
||||||
|
uint32_t additionalLightCount = 0u;
|
||||||
|
|
||||||
bool HasMainDirectionalLight() const {
|
bool HasMainDirectionalLight() const {
|
||||||
return mainDirectionalLight.enabled;
|
return mainDirectionalLight.enabled;
|
||||||
@@ -51,6 +74,10 @@ struct RenderLightingData {
|
|||||||
bool HasMainDirectionalShadow() const {
|
bool HasMainDirectionalShadow() const {
|
||||||
return mainDirectionalShadow.IsValid();
|
return mainDirectionalShadow.IsValid();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool HasAdditionalLights() const {
|
||||||
|
return additionalLightCount > 0u;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
struct RenderSceneData {
|
struct RenderSceneData {
|
||||||
@@ -81,6 +108,8 @@ public:
|
|||||||
private:
|
private:
|
||||||
void ExtractLighting(
|
void ExtractLighting(
|
||||||
const Components::Scene& scene,
|
const Components::Scene& scene,
|
||||||
|
const Math::Vector3& cameraPosition,
|
||||||
|
uint32_t cullingMask,
|
||||||
RenderLightingData& lightingData) const;
|
RenderLightingData& lightingData) const;
|
||||||
void ExtractVisibleItems(
|
void ExtractVisibleItems(
|
||||||
Components::GameObject* gameObject,
|
Components::GameObject* gameObject,
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ namespace XCEngine {
|
|||||||
namespace Components {
|
namespace Components {
|
||||||
class CameraComponent;
|
class CameraComponent;
|
||||||
class GameObject;
|
class GameObject;
|
||||||
|
class LightComponent;
|
||||||
class Scene;
|
class Scene;
|
||||||
} // namespace Components
|
} // namespace Components
|
||||||
|
|
||||||
@@ -31,5 +32,18 @@ std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
|
|||||||
const std::vector<uint64_t>& entityIds,
|
const std::vector<uint64_t>& entityIds,
|
||||||
const Math::Vector3& cameraPosition);
|
const Math::Vector3& cameraPosition);
|
||||||
|
|
||||||
|
bool IsUsableLight(const Components::LightComponent* light);
|
||||||
|
|
||||||
|
bool IsLightVisibleForCullingMask(
|
||||||
|
const Components::LightComponent& light,
|
||||||
|
uint32_t cullingMask);
|
||||||
|
|
||||||
|
Math::Vector3 BuildRenderLightDirection(
|
||||||
|
const Components::LightComponent& light);
|
||||||
|
|
||||||
|
Components::LightComponent* FindMainDirectionalLight(
|
||||||
|
const Components::Scene& scene,
|
||||||
|
uint32_t cullingMask = 0xFFFFFFFFu);
|
||||||
|
|
||||||
} // namespace Rendering
|
} // namespace Rendering
|
||||||
} // namespace XCEngine
|
} // namespace XCEngine
|
||||||
|
|||||||
@@ -21,11 +21,95 @@ bool IsUsableCamera(const Components::CameraComponent* camera) {
|
|||||||
camera->GetGameObject()->IsActiveInHierarchy();
|
camera->GetGameObject()->IsActiveInHierarchy();
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsUsableLight(const Components::LightComponent* light) {
|
RenderLightType ToRenderLightType(Components::LightType lightType) {
|
||||||
return light != nullptr &&
|
switch (lightType) {
|
||||||
light->IsEnabled() &&
|
case Components::LightType::Directional:
|
||||||
light->GetGameObject() != nullptr &&
|
return RenderLightType::Directional;
|
||||||
light->GetGameObject()->IsActiveInHierarchy();
|
case Components::LightType::Point:
|
||||||
|
return RenderLightType::Point;
|
||||||
|
case Components::LightType::Spot:
|
||||||
|
return RenderLightType::Spot;
|
||||||
|
}
|
||||||
|
|
||||||
|
return RenderLightType::Point;
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderDirectionalLightData BuildDirectionalLightData(
|
||||||
|
const Components::LightComponent& light) {
|
||||||
|
RenderDirectionalLightData lightData;
|
||||||
|
lightData.enabled = true;
|
||||||
|
lightData.castsShadows = light.GetCastsShadows();
|
||||||
|
lightData.intensity = light.GetIntensity();
|
||||||
|
lightData.color = light.GetColor();
|
||||||
|
lightData.direction = BuildRenderLightDirection(light);
|
||||||
|
return lightData;
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderAdditionalLightData BuildAdditionalLightData(
|
||||||
|
const Components::LightComponent& light) {
|
||||||
|
RenderAdditionalLightData lightData;
|
||||||
|
lightData.type = ToRenderLightType(light.GetLightType());
|
||||||
|
lightData.enabled = true;
|
||||||
|
lightData.castsShadows = light.GetCastsShadows();
|
||||||
|
lightData.color = light.GetColor();
|
||||||
|
lightData.intensity = light.GetIntensity();
|
||||||
|
|
||||||
|
switch (light.GetLightType()) {
|
||||||
|
case Components::LightType::Directional:
|
||||||
|
lightData.direction = BuildRenderLightDirection(light);
|
||||||
|
break;
|
||||||
|
case Components::LightType::Point:
|
||||||
|
lightData.position = light.transform().GetPosition();
|
||||||
|
lightData.range = light.GetRange();
|
||||||
|
break;
|
||||||
|
case Components::LightType::Spot:
|
||||||
|
lightData.position = light.transform().GetPosition();
|
||||||
|
lightData.direction = BuildRenderLightDirection(light);
|
||||||
|
lightData.range = light.GetRange();
|
||||||
|
lightData.spotAngle = light.GetSpotAngle();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return lightData;
|
||||||
|
}
|
||||||
|
|
||||||
|
float ComputeAdditionalLightInfluence(
|
||||||
|
const Components::LightComponent& light,
|
||||||
|
const Math::Vector3& cameraPosition) {
|
||||||
|
if (light.GetIntensity() <= Math::EPSILON) {
|
||||||
|
return 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (light.GetLightType() == Components::LightType::Directional) {
|
||||||
|
return light.GetIntensity();
|
||||||
|
}
|
||||||
|
|
||||||
|
const float range = std::max(light.GetRange(), 0.001f);
|
||||||
|
const float rangeSq = range * range;
|
||||||
|
const Math::Vector3 lightPosition = light.transform().GetPosition();
|
||||||
|
const float distanceSq = (lightPosition - cameraPosition).SqrMagnitude();
|
||||||
|
if (distanceSq >= rangeSq) {
|
||||||
|
return 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
return light.GetIntensity() / std::max(distanceSq, Math::EPSILON);
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32_t GetAdditionalLightGroupRank(const Components::LightComponent& light) {
|
||||||
|
return light.GetLightType() == Components::LightType::Directional ? 0u : 1u;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32_t GetAdditionalLightTypeRank(const Components::LightComponent& light) {
|
||||||
|
switch (light.GetLightType()) {
|
||||||
|
case Components::LightType::Directional:
|
||||||
|
return 0u;
|
||||||
|
case Components::LightType::Point:
|
||||||
|
return 1u;
|
||||||
|
case Components::LightType::Spot:
|
||||||
|
return 2u;
|
||||||
|
}
|
||||||
|
|
||||||
|
return 3u;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool CompareVisibleItems(const VisibleRenderItem& lhs, const VisibleRenderItem& rhs) {
|
bool CompareVisibleItems(const VisibleRenderItem& lhs, const VisibleRenderItem& rhs) {
|
||||||
@@ -73,7 +157,7 @@ RenderSceneData RenderSceneExtractor::Extract(
|
|||||||
sceneData.visibleItems.begin(),
|
sceneData.visibleItems.begin(),
|
||||||
sceneData.visibleItems.end(),
|
sceneData.visibleItems.end(),
|
||||||
CompareVisibleItems);
|
CompareVisibleItems);
|
||||||
ExtractLighting(scene, sceneData.lighting);
|
ExtractLighting(scene, cameraPosition, cullingMask, sceneData.lighting);
|
||||||
|
|
||||||
return sceneData;
|
return sceneData;
|
||||||
}
|
}
|
||||||
@@ -102,7 +186,7 @@ RenderSceneData RenderSceneExtractor::ExtractForCamera(
|
|||||||
sceneData.visibleItems.begin(),
|
sceneData.visibleItems.begin(),
|
||||||
sceneData.visibleItems.end(),
|
sceneData.visibleItems.end(),
|
||||||
CompareVisibleItems);
|
CompareVisibleItems);
|
||||||
ExtractLighting(scene, sceneData.lighting);
|
ExtractLighting(scene, cameraPosition, cullingMask, sceneData.lighting);
|
||||||
|
|
||||||
return sceneData;
|
return sceneData;
|
||||||
}
|
}
|
||||||
@@ -144,43 +228,73 @@ Components::CameraComponent* RenderSceneExtractor::SelectCamera(
|
|||||||
|
|
||||||
void RenderSceneExtractor::ExtractLighting(
|
void RenderSceneExtractor::ExtractLighting(
|
||||||
const Components::Scene& scene,
|
const Components::Scene& scene,
|
||||||
|
const Math::Vector3& cameraPosition,
|
||||||
|
uint32_t cullingMask,
|
||||||
RenderLightingData& lightingData) const {
|
RenderLightingData& lightingData) const {
|
||||||
|
lightingData = {};
|
||||||
|
|
||||||
const std::vector<Components::LightComponent*> lights =
|
const std::vector<Components::LightComponent*> lights =
|
||||||
scene.FindObjectsOfType<Components::LightComponent>();
|
scene.FindObjectsOfType<Components::LightComponent>();
|
||||||
|
|
||||||
Components::LightComponent* mainDirectionalLight = nullptr;
|
Components::LightComponent* mainDirectionalLight =
|
||||||
|
FindMainDirectionalLight(scene, cullingMask);
|
||||||
|
if (mainDirectionalLight != nullptr) {
|
||||||
|
lightingData.mainDirectionalLight = BuildDirectionalLightData(*mainDirectionalLight);
|
||||||
|
}
|
||||||
|
|
||||||
|
struct AdditionalLightCandidate {
|
||||||
|
RenderAdditionalLightData data = {};
|
||||||
|
float influence = 0.0f;
|
||||||
|
uint32_t groupRank = 0u;
|
||||||
|
uint32_t typeRank = 0u;
|
||||||
|
Components::GameObject::ID gameObjectId = Components::GameObject::INVALID_ID;
|
||||||
|
};
|
||||||
|
|
||||||
|
std::vector<AdditionalLightCandidate> candidates;
|
||||||
|
candidates.reserve(lights.size());
|
||||||
for (Components::LightComponent* light : lights) {
|
for (Components::LightComponent* light : lights) {
|
||||||
if (!IsUsableLight(light) ||
|
if (light == nullptr ||
|
||||||
light->GetLightType() != Components::LightType::Directional) {
|
!IsLightVisibleForCullingMask(*light, cullingMask) ||
|
||||||
|
light == mainDirectionalLight) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mainDirectionalLight == nullptr ||
|
AdditionalLightCandidate candidate;
|
||||||
light->GetIntensity() > mainDirectionalLight->GetIntensity()) {
|
candidate.data = BuildAdditionalLightData(*light);
|
||||||
mainDirectionalLight = light;
|
candidate.influence = ComputeAdditionalLightInfluence(*light, cameraPosition);
|
||||||
}
|
candidate.groupRank = GetAdditionalLightGroupRank(*light);
|
||||||
|
candidate.typeRank = GetAdditionalLightTypeRank(*light);
|
||||||
|
candidate.gameObjectId = light->GetGameObject() != nullptr
|
||||||
|
? light->GetGameObject()->GetID()
|
||||||
|
: Components::GameObject::INVALID_ID;
|
||||||
|
candidates.push_back(candidate);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mainDirectionalLight == nullptr) {
|
std::sort(
|
||||||
lightingData = {};
|
candidates.begin(),
|
||||||
return;
|
candidates.end(),
|
||||||
|
[](const AdditionalLightCandidate& lhs, const AdditionalLightCandidate& rhs) {
|
||||||
|
if (lhs.groupRank != rhs.groupRank) {
|
||||||
|
return lhs.groupRank < rhs.groupRank;
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderDirectionalLightData lightData;
|
if (lhs.influence != rhs.influence) {
|
||||||
lightData.enabled = true;
|
return lhs.influence > rhs.influence;
|
||||||
lightData.castsShadows = mainDirectionalLight->GetCastsShadows();
|
|
||||||
lightData.intensity = mainDirectionalLight->GetIntensity();
|
|
||||||
lightData.color = mainDirectionalLight->GetColor();
|
|
||||||
|
|
||||||
Math::Vector3 direction = mainDirectionalLight->transform().GetForward() * -1.0f;
|
|
||||||
if (direction.SqrMagnitude() <= Math::EPSILON) {
|
|
||||||
direction = Math::Vector3::Back();
|
|
||||||
} else {
|
|
||||||
direction = direction.Normalized();
|
|
||||||
}
|
}
|
||||||
lightData.direction = direction;
|
|
||||||
|
|
||||||
lightingData.mainDirectionalLight = lightData;
|
if (lhs.typeRank != rhs.typeRank) {
|
||||||
|
return lhs.typeRank < rhs.typeRank;
|
||||||
|
}
|
||||||
|
|
||||||
|
return lhs.gameObjectId < rhs.gameObjectId;
|
||||||
|
});
|
||||||
|
|
||||||
|
const uint32_t additionalLightCount = static_cast<uint32_t>(
|
||||||
|
std::min(candidates.size(), static_cast<size_t>(RenderLightingData::kMaxAdditionalLightCount)));
|
||||||
|
lightingData.additionalLightCount = additionalLightCount;
|
||||||
|
for (uint32_t index = 0; index < additionalLightCount; ++index) {
|
||||||
|
lightingData.additionalLights[index] = candidates[index].data;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderSceneExtractor::ExtractVisibleItems(
|
void RenderSceneExtractor::ExtractVisibleItems(
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include "Components/CameraComponent.h"
|
#include "Components/CameraComponent.h"
|
||||||
#include "Components/GameObject.h"
|
#include "Components/GameObject.h"
|
||||||
|
#include "Components/LightComponent.h"
|
||||||
#include "Components/MeshFilterComponent.h"
|
#include "Components/MeshFilterComponent.h"
|
||||||
#include "Components/MeshRendererComponent.h"
|
#include "Components/MeshRendererComponent.h"
|
||||||
#include "Components/TransformComponent.h"
|
#include "Components/TransformComponent.h"
|
||||||
@@ -139,5 +140,57 @@ std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
|
|||||||
return visibleItems;
|
return visibleItems;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool IsUsableLight(const Components::LightComponent* light) {
|
||||||
|
return light != nullptr &&
|
||||||
|
light->IsEnabled() &&
|
||||||
|
light->GetGameObject() != nullptr &&
|
||||||
|
light->GetGameObject()->IsActiveInHierarchy();
|
||||||
|
}
|
||||||
|
|
||||||
|
bool IsLightVisibleForCullingMask(
|
||||||
|
const Components::LightComponent& light,
|
||||||
|
uint32_t cullingMask) {
|
||||||
|
if (!IsUsableLight(&light)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
const Components::GameObject* gameObject = light.GetGameObject();
|
||||||
|
const uint32_t gameObjectLayerMask = 1u << gameObject->GetLayer();
|
||||||
|
return (cullingMask & gameObjectLayerMask) != 0u;
|
||||||
|
}
|
||||||
|
|
||||||
|
Math::Vector3 BuildRenderLightDirection(
|
||||||
|
const Components::LightComponent& light) {
|
||||||
|
Math::Vector3 direction = light.transform().GetForward() * -1.0f;
|
||||||
|
if (direction.SqrMagnitude() <= Math::EPSILON) {
|
||||||
|
return Math::Vector3::Back();
|
||||||
|
}
|
||||||
|
|
||||||
|
return direction.Normalized();
|
||||||
|
}
|
||||||
|
|
||||||
|
Components::LightComponent* FindMainDirectionalLight(
|
||||||
|
const Components::Scene& scene,
|
||||||
|
uint32_t cullingMask) {
|
||||||
|
const std::vector<Components::LightComponent*> lights =
|
||||||
|
scene.FindObjectsOfType<Components::LightComponent>();
|
||||||
|
|
||||||
|
Components::LightComponent* mainDirectionalLight = nullptr;
|
||||||
|
for (Components::LightComponent* light : lights) {
|
||||||
|
if (light == nullptr ||
|
||||||
|
!IsLightVisibleForCullingMask(*light, cullingMask) ||
|
||||||
|
light->GetLightType() != Components::LightType::Directional) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mainDirectionalLight == nullptr ||
|
||||||
|
light->GetIntensity() > mainDirectionalLight->GetIntensity()) {
|
||||||
|
mainDirectionalLight = light;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return mainDirectionalLight;
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Rendering
|
} // namespace Rendering
|
||||||
} // namespace XCEngine
|
} // namespace XCEngine
|
||||||
|
|||||||
@@ -1,12 +1,19 @@
|
|||||||
#include "Rendering/SceneRenderRequestPlanner.h"
|
#include "Rendering/SceneRenderRequestPlanner.h"
|
||||||
|
|
||||||
|
#include "Components/GameObject.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/Matrix4.h"
|
||||||
|
#include "Core/Math/Quaternion.h"
|
||||||
|
#include "Rendering/RenderSceneUtility.h"
|
||||||
#include "Rendering/SceneRenderRequestUtils.h"
|
#include "Rendering/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 {
|
||||||
@@ -15,42 +22,12 @@ namespace {
|
|||||||
|
|
||||||
constexpr uint32_t kDirectionalShadowMapDimension = 1024;
|
constexpr uint32_t kDirectionalShadowMapDimension = 1024;
|
||||||
constexpr float kMinShadowFocusDistance = 5.0f;
|
constexpr float kMinShadowFocusDistance = 5.0f;
|
||||||
constexpr float kMaxShadowFocusDistance = 25.0f;
|
constexpr float kMaxShadowFocusDistance = 64.0f;
|
||||||
constexpr float kPerspectiveShadowFocusFactor = 0.25f;
|
constexpr float kPerspectiveShadowFocusFactor = 1.0f;
|
||||||
constexpr float kOrthographicShadowFocusFactor = 2.0f;
|
constexpr float kOrthographicShadowFocusFactor = 2.0f;
|
||||||
constexpr float kMinShadowHalfExtent = 10.0f;
|
|
||||||
constexpr float kMaxShadowHalfExtent = 40.0f;
|
|
||||||
constexpr float kPerspectiveShadowCoverageFactor = 0.20f;
|
|
||||||
constexpr float kOrthographicShadowCoverageFactor = 2.0f;
|
|
||||||
constexpr float kShadowNearClipPlane = 0.1f;
|
|
||||||
constexpr float kMinShadowDepthRange = 20.0f;
|
constexpr float kMinShadowDepthRange = 20.0f;
|
||||||
|
constexpr float kShadowBoundsPadding = 1.0f;
|
||||||
bool IsUsableDirectionalLight(const Components::LightComponent* light) {
|
constexpr float kMinShadowDepthPadding = 2.0f;
|
||||||
return light != nullptr &&
|
|
||||||
light->IsEnabled() &&
|
|
||||||
light->GetGameObject() != nullptr &&
|
|
||||||
light->GetGameObject()->IsActiveInHierarchy() &&
|
|
||||||
light->GetLightType() == Components::LightType::Directional;
|
|
||||||
}
|
|
||||||
|
|
||||||
Components::LightComponent* FindMainDirectionalLight(const Components::Scene& scene) {
|
|
||||||
const std::vector<Components::LightComponent*> lights =
|
|
||||||
scene.FindObjectsOfType<Components::LightComponent>();
|
|
||||||
|
|
||||||
Components::LightComponent* mainDirectionalLight = nullptr;
|
|
||||||
for (Components::LightComponent* light : lights) {
|
|
||||||
if (!IsUsableDirectionalLight(light)) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (mainDirectionalLight == nullptr ||
|
|
||||||
light->GetIntensity() > mainDirectionalLight->GetIntensity()) {
|
|
||||||
mainDirectionalLight = light;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return mainDirectionalLight;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ShouldPlanDirectionalShadowForCamera(
|
bool ShouldPlanDirectionalShadowForCamera(
|
||||||
const Components::CameraComponent& camera,
|
const Components::CameraComponent& camera,
|
||||||
@@ -64,9 +41,68 @@ bool ShouldPlanDirectionalShadowForCamera(
|
|||||||
return true;
|
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(
|
DirectionalShadowRenderPlan BuildDirectionalShadowRenderPlan(
|
||||||
|
const Components::Scene& scene,
|
||||||
const Components::CameraComponent& camera,
|
const Components::CameraComponent& camera,
|
||||||
const Components::LightComponent& light) {
|
const Components::LightComponent& light,
|
||||||
|
float viewportAspect) {
|
||||||
DirectionalShadowRenderPlan plan = {};
|
DirectionalShadowRenderPlan plan = {};
|
||||||
if (!light.GetCastsShadows()) {
|
if (!light.GetCastsShadows()) {
|
||||||
return plan;
|
return plan;
|
||||||
@@ -82,9 +118,16 @@ DirectionalShadowRenderPlan BuildDirectionalShadowRenderPlan(
|
|||||||
const Math::Vector3 viewForward = camera.transform().GetForward().SqrMagnitude() <= Math::EPSILON
|
const Math::Vector3 viewForward = camera.transform().GetForward().SqrMagnitude() <= Math::EPSILON
|
||||||
? Math::Vector3::Forward()
|
? Math::Vector3::Forward()
|
||||||
: camera.transform().GetForward().Normalized();
|
: 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 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(
|
? std::clamp(
|
||||||
camera.GetFarClipPlane() * kPerspectiveShadowFocusFactor,
|
camera.GetFarClipPlane() * kPerspectiveShadowFocusFactor,
|
||||||
kMinShadowFocusDistance,
|
kMinShadowFocusDistance,
|
||||||
@@ -93,42 +136,151 @@ DirectionalShadowRenderPlan BuildDirectionalShadowRenderPlan(
|
|||||||
camera.GetOrthographicSize() * kOrthographicShadowFocusFactor,
|
camera.GetOrthographicSize() * kOrthographicShadowFocusFactor,
|
||||||
kMinShadowFocusDistance,
|
kMinShadowFocusDistance,
|
||||||
kMaxShadowFocusDistance);
|
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::array<Math::Vector3, 8> frustumCorners = {};
|
||||||
? std::clamp(
|
if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
|
||||||
camera.GetFarClipPlane() * kPerspectiveShadowCoverageFactor,
|
const float tanHalfFov = std::tan(camera.GetFieldOfView() * Math::DEG_TO_RAD * 0.5f);
|
||||||
kMinShadowHalfExtent,
|
const float nearHalfHeight = tanHalfFov * sliceNear;
|
||||||
kMaxShadowHalfExtent)
|
const float nearHalfWidth = nearHalfHeight * aspect;
|
||||||
: std::clamp(
|
const float farHalfHeight = tanHalfFov * sliceFar;
|
||||||
camera.GetOrthographicSize() * kOrthographicShadowCoverageFactor,
|
const float farHalfWidth = farHalfHeight * aspect;
|
||||||
kMinShadowHalfExtent,
|
|
||||||
kMaxShadowHalfExtent);
|
const Math::Vector3 nearCenter = cameraPosition + viewForward * sliceNear;
|
||||||
const float shadowDepthRange = std::max(shadowHalfExtent * 4.0f, kMinShadowDepthRange);
|
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 =
|
const Math::Vector3 shadowWorldPosition =
|
||||||
focusPoint - lightDirection * (shadowDepthRange * 0.5f);
|
focusPoint + lightDirection * shadowViewDistance;
|
||||||
|
|
||||||
Math::Vector3 shadowUp = Math::Vector3::Up();
|
Math::Vector3 shadowUp = Math::Vector3::Up();
|
||||||
if (std::abs(Math::Vector3::Dot(lightDirection, shadowUp)) > 0.98f) {
|
if (std::abs(Math::Vector3::Dot(lightDirection, shadowUp)) > 0.98f) {
|
||||||
shadowUp = Math::Vector3::Forward();
|
shadowUp = Math::Vector3::Forward();
|
||||||
}
|
}
|
||||||
|
|
||||||
const Math::Matrix4x4 view =
|
const Math::Vector3 shadowForward = (focusPoint - shadowWorldPosition).SqrMagnitude() <= Math::EPSILON
|
||||||
Math::Matrix4x4::LookAt(shadowWorldPosition, focusPoint, shadowUp);
|
? (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(
|
const Math::Matrix4x4 projection = Math::Matrix4x4::Orthographic(
|
||||||
-shadowHalfExtent,
|
minX,
|
||||||
shadowHalfExtent,
|
maxX,
|
||||||
-shadowHalfExtent,
|
minY,
|
||||||
shadowHalfExtent,
|
maxY,
|
||||||
kShadowNearClipPlane,
|
minZ,
|
||||||
shadowDepthRange);
|
maxZ);
|
||||||
|
|
||||||
plan.enabled = true;
|
plan.enabled = true;
|
||||||
plan.lightDirection = lightDirection;
|
plan.lightDirection = lightDirection;
|
||||||
plan.focusPoint = focusPoint;
|
plan.focusPoint = focusPoint;
|
||||||
plan.orthographicHalfExtent = shadowHalfExtent;
|
plan.orthographicHalfExtent = shadowHalfExtent;
|
||||||
plan.nearClipPlane = kShadowNearClipPlane;
|
plan.nearClipPlane = minZ;
|
||||||
plan.farClipPlane = shadowDepthRange;
|
plan.farClipPlane = maxZ;
|
||||||
plan.mapWidth = kDirectionalShadowMapDimension;
|
plan.mapWidth = kDirectionalShadowMapDimension;
|
||||||
plan.mapHeight = kDirectionalShadowMapDimension;
|
plan.mapHeight = kDirectionalShadowMapDimension;
|
||||||
plan.cameraData.view = view.Transpose();
|
plan.cameraData.view = view.Transpose();
|
||||||
@@ -195,11 +347,16 @@ std::vector<CameraRenderRequest> SceneRenderRequestPlanner::BuildRequests(
|
|||||||
*camera,
|
*camera,
|
||||||
renderedBaseCameraCount,
|
renderedBaseCameraCount,
|
||||||
requests.size())) {
|
requests.size())) {
|
||||||
if (Components::LightComponent* mainDirectionalLight = FindMainDirectionalLight(scene);
|
if (Components::LightComponent* mainDirectionalLight =
|
||||||
|
FindMainDirectionalLight(scene, camera->GetCullingMask());
|
||||||
mainDirectionalLight != nullptr &&
|
mainDirectionalLight != nullptr &&
|
||||||
mainDirectionalLight->GetCastsShadows()) {
|
mainDirectionalLight->GetCastsShadows()) {
|
||||||
|
const float viewportAspect = surface.GetRenderAreaHeight() > 0
|
||||||
|
? static_cast<float>(surface.GetRenderAreaWidth()) /
|
||||||
|
static_cast<float>(surface.GetRenderAreaHeight())
|
||||||
|
: 1.0f;
|
||||||
request.directionalShadow =
|
request.directionalShadow =
|
||||||
BuildDirectionalShadowRenderPlan(*camera, *mainDirectionalLight);
|
BuildDirectionalShadowRenderPlan(scene, *camera, *mainDirectionalLight, viewportAspect);
|
||||||
if (request.directionalShadow.IsValid()) {
|
if (request.directionalShadow.IsValid()) {
|
||||||
request.shadowCaster.clearFlags = RenderClearFlags::Depth;
|
request.shadowCaster.clearFlags = RenderClearFlags::Depth;
|
||||||
request.shadowCaster.hasCameraDataOverride = true;
|
request.shadowCaster.hasCameraDataOverride = true;
|
||||||
|
|||||||
@@ -182,6 +182,101 @@ TEST(RenderSceneExtractor_Test, ExtractsBrightestDirectionalLightAsMainLight) {
|
|||||||
EXPECT_EQ(
|
EXPECT_EQ(
|
||||||
sceneData.lighting.mainDirectionalLight.direction,
|
sceneData.lighting.mainDirectionalLight.direction,
|
||||||
mainLightObject->GetTransform()->GetForward().Normalized() * -1.0f);
|
mainLightObject->GetTransform()->GetForward().Normalized() * -1.0f);
|
||||||
|
|
||||||
|
ASSERT_EQ(sceneData.lighting.additionalLightCount, 2u);
|
||||||
|
EXPECT_EQ(sceneData.lighting.additionalLights[0].type, RenderLightType::Directional);
|
||||||
|
EXPECT_FLOAT_EQ(sceneData.lighting.additionalLights[0].intensity, 0.5f);
|
||||||
|
EXPECT_EQ(sceneData.lighting.additionalLights[1].type, RenderLightType::Point);
|
||||||
|
EXPECT_FLOAT_EQ(sceneData.lighting.additionalLights[1].intensity, 10.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(RenderSceneExtractor_Test, ExtractsAdditionalLightsWithoutMainDirectionalAndFiltersByLightCullingMask) {
|
||||||
|
Scene scene("AdditionalLightsScene");
|
||||||
|
|
||||||
|
GameObject* cameraObject = scene.CreateGameObject("Camera");
|
||||||
|
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||||
|
camera->SetPrimary(true);
|
||||||
|
camera->SetCullingMask(1u << 3);
|
||||||
|
|
||||||
|
GameObject* hiddenSpotObject = scene.CreateGameObject("HiddenSpot");
|
||||||
|
hiddenSpotObject->SetLayer(0);
|
||||||
|
auto* hiddenSpot = hiddenSpotObject->AddComponent<LightComponent>();
|
||||||
|
hiddenSpot->SetLightType(LightType::Spot);
|
||||||
|
hiddenSpot->SetIntensity(100.0f);
|
||||||
|
hiddenSpot->SetRange(50.0f);
|
||||||
|
hiddenSpot->SetSpotAngle(60.0f);
|
||||||
|
hiddenSpotObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, 1.0f));
|
||||||
|
|
||||||
|
GameObject* visiblePointObject = scene.CreateGameObject("VisiblePoint");
|
||||||
|
visiblePointObject->SetLayer(3);
|
||||||
|
auto* visiblePoint = visiblePointObject->AddComponent<LightComponent>();
|
||||||
|
visiblePoint->SetLightType(LightType::Point);
|
||||||
|
visiblePoint->SetColor(Color(0.9f, 0.2f, 0.1f, 1.0f));
|
||||||
|
visiblePoint->SetIntensity(4.0f);
|
||||||
|
visiblePoint->SetRange(12.0f);
|
||||||
|
visiblePointObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, 4.0f));
|
||||||
|
|
||||||
|
GameObject* visibleSpotObject = scene.CreateGameObject("VisibleSpot");
|
||||||
|
visibleSpotObject->SetLayer(3);
|
||||||
|
auto* visibleSpot = visibleSpotObject->AddComponent<LightComponent>();
|
||||||
|
visibleSpot->SetLightType(LightType::Spot);
|
||||||
|
visibleSpot->SetColor(Color(0.1f, 0.8f, 0.4f, 1.0f));
|
||||||
|
visibleSpot->SetIntensity(3.0f);
|
||||||
|
visibleSpot->SetRange(8.0f);
|
||||||
|
visibleSpot->SetSpotAngle(48.0f);
|
||||||
|
visibleSpotObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, 2.0f));
|
||||||
|
visibleSpotObject->GetTransform()->SetLocalRotation(
|
||||||
|
Quaternion::LookRotation(Vector3(0.0f, 0.0f, -1.0f)));
|
||||||
|
|
||||||
|
RenderSceneExtractor extractor;
|
||||||
|
const RenderSceneData sceneData = extractor.Extract(scene, nullptr, 800, 600);
|
||||||
|
|
||||||
|
EXPECT_FALSE(sceneData.lighting.HasMainDirectionalLight());
|
||||||
|
ASSERT_TRUE(sceneData.lighting.HasAdditionalLights());
|
||||||
|
ASSERT_EQ(sceneData.lighting.additionalLightCount, 2u);
|
||||||
|
|
||||||
|
const RenderAdditionalLightData& spotLight = sceneData.lighting.additionalLights[0];
|
||||||
|
EXPECT_EQ(spotLight.type, RenderLightType::Spot);
|
||||||
|
EXPECT_EQ(spotLight.color.g, 0.8f);
|
||||||
|
EXPECT_EQ(spotLight.position, Vector3(0.0f, 0.0f, 2.0f));
|
||||||
|
EXPECT_EQ(spotLight.direction, Vector3(0.0f, 0.0f, 1.0f));
|
||||||
|
EXPECT_FLOAT_EQ(spotLight.range, 8.0f);
|
||||||
|
EXPECT_FLOAT_EQ(spotLight.spotAngle, 48.0f);
|
||||||
|
|
||||||
|
const RenderAdditionalLightData& pointLightData = sceneData.lighting.additionalLights[1];
|
||||||
|
EXPECT_EQ(pointLightData.type, RenderLightType::Point);
|
||||||
|
EXPECT_EQ(pointLightData.color.r, 0.9f);
|
||||||
|
EXPECT_EQ(pointLightData.position, Vector3(0.0f, 0.0f, 4.0f));
|
||||||
|
EXPECT_FLOAT_EQ(pointLightData.range, 12.0f);
|
||||||
|
EXPECT_FLOAT_EQ(pointLightData.spotAngle, 0.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(RenderSceneExtractor_Test, LimitsAdditionalLightsToBoundedCountUsingStableTieBreakOrder) {
|
||||||
|
Scene scene("AdditionalLightCapScene");
|
||||||
|
|
||||||
|
GameObject* cameraObject = scene.CreateGameObject("Camera");
|
||||||
|
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||||
|
camera->SetPrimary(true);
|
||||||
|
|
||||||
|
for (uint32_t index = 0; index < RenderLightingData::kMaxAdditionalLightCount + 2u; ++index) {
|
||||||
|
GameObject* lightObject = scene.CreateGameObject("PointLight" + std::to_string(index));
|
||||||
|
auto* light = lightObject->AddComponent<LightComponent>();
|
||||||
|
light->SetLightType(LightType::Point);
|
||||||
|
light->SetIntensity(1.0f);
|
||||||
|
light->SetRange(16.0f);
|
||||||
|
light->SetColor(Color(static_cast<float>(index), 0.0f, 0.0f, 1.0f));
|
||||||
|
lightObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, 4.0f));
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderSceneExtractor extractor;
|
||||||
|
const RenderSceneData sceneData = extractor.Extract(scene, nullptr, 800, 600);
|
||||||
|
|
||||||
|
ASSERT_FALSE(sceneData.lighting.HasMainDirectionalLight());
|
||||||
|
ASSERT_EQ(sceneData.lighting.additionalLightCount, RenderLightingData::kMaxAdditionalLightCount);
|
||||||
|
for (uint32_t index = 0; index < RenderLightingData::kMaxAdditionalLightCount; ++index) {
|
||||||
|
EXPECT_EQ(sceneData.lighting.additionalLights[index].type, RenderLightType::Point);
|
||||||
|
EXPECT_FLOAT_EQ(sceneData.lighting.additionalLights[index].color.r, static_cast<float>(index));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(RenderSceneExtractor_Test, FiltersVisibleItemsByCameraCullingMask) {
|
TEST(RenderSceneExtractor_Test, FiltersVisibleItemsByCameraCullingMask) {
|
||||||
|
|||||||
Reference in New Issue
Block a user