Extract bounded additional scene lights

This commit is contained in:
2026-04-05 15:55:48 +08:00
parent 2c96f0d164
commit 18f53bd920
6 changed files with 555 additions and 93 deletions

View File

@@ -5,6 +5,7 @@
#include <XCEngine/Rendering/RenderCameraData.h>
#include <XCEngine/Rendering/VisibleRenderObject.h>
#include <array>
#include <cstdint>
#include <vector>
@@ -29,6 +30,24 @@ struct RenderDirectionalLightData {
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 {
bool enabled = false;
Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
@@ -41,8 +60,12 @@ struct RenderDirectionalShadowData {
};
struct RenderLightingData {
static constexpr uint32_t kMaxAdditionalLightCount = 8u;
RenderDirectionalLightData mainDirectionalLight;
RenderDirectionalShadowData mainDirectionalShadow;
std::array<RenderAdditionalLightData, kMaxAdditionalLightCount> additionalLights = {};
uint32_t additionalLightCount = 0u;
bool HasMainDirectionalLight() const {
return mainDirectionalLight.enabled;
@@ -51,6 +74,10 @@ struct RenderLightingData {
bool HasMainDirectionalShadow() const {
return mainDirectionalShadow.IsValid();
}
bool HasAdditionalLights() const {
return additionalLightCount > 0u;
}
};
struct RenderSceneData {
@@ -81,6 +108,8 @@ public:
private:
void ExtractLighting(
const Components::Scene& scene,
const Math::Vector3& cameraPosition,
uint32_t cullingMask,
RenderLightingData& lightingData) const;
void ExtractVisibleItems(
Components::GameObject* gameObject,

View File

@@ -11,6 +11,7 @@ namespace XCEngine {
namespace Components {
class CameraComponent;
class GameObject;
class LightComponent;
class Scene;
} // namespace Components
@@ -31,5 +32,18 @@ std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
const std::vector<uint64_t>& entityIds,
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 XCEngine

View File

@@ -21,11 +21,95 @@ bool IsUsableCamera(const Components::CameraComponent* camera) {
camera->GetGameObject()->IsActiveInHierarchy();
}
bool IsUsableLight(const Components::LightComponent* light) {
return light != nullptr &&
light->IsEnabled() &&
light->GetGameObject() != nullptr &&
light->GetGameObject()->IsActiveInHierarchy();
RenderLightType ToRenderLightType(Components::LightType lightType) {
switch (lightType) {
case Components::LightType::Directional:
return RenderLightType::Directional;
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) {
@@ -73,7 +157,7 @@ RenderSceneData RenderSceneExtractor::Extract(
sceneData.visibleItems.begin(),
sceneData.visibleItems.end(),
CompareVisibleItems);
ExtractLighting(scene, sceneData.lighting);
ExtractLighting(scene, cameraPosition, cullingMask, sceneData.lighting);
return sceneData;
}
@@ -102,7 +186,7 @@ RenderSceneData RenderSceneExtractor::ExtractForCamera(
sceneData.visibleItems.begin(),
sceneData.visibleItems.end(),
CompareVisibleItems);
ExtractLighting(scene, sceneData.lighting);
ExtractLighting(scene, cameraPosition, cullingMask, sceneData.lighting);
return sceneData;
}
@@ -144,43 +228,73 @@ Components::CameraComponent* RenderSceneExtractor::SelectCamera(
void RenderSceneExtractor::ExtractLighting(
const Components::Scene& scene,
const Math::Vector3& cameraPosition,
uint32_t cullingMask,
RenderLightingData& lightingData) const {
lightingData = {};
const std::vector<Components::LightComponent*> lights =
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) {
if (!IsUsableLight(light) ||
light->GetLightType() != Components::LightType::Directional) {
if (light == nullptr ||
!IsLightVisibleForCullingMask(*light, cullingMask) ||
light == mainDirectionalLight) {
continue;
}
if (mainDirectionalLight == nullptr ||
light->GetIntensity() > mainDirectionalLight->GetIntensity()) {
mainDirectionalLight = light;
}
AdditionalLightCandidate candidate;
candidate.data = BuildAdditionalLightData(*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) {
lightingData = {};
return;
std::sort(
candidates.begin(),
candidates.end(),
[](const AdditionalLightCandidate& lhs, const AdditionalLightCandidate& rhs) {
if (lhs.groupRank != rhs.groupRank) {
return lhs.groupRank < rhs.groupRank;
}
if (lhs.influence != rhs.influence) {
return lhs.influence > rhs.influence;
}
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;
}
RenderDirectionalLightData lightData;
lightData.enabled = true;
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;
}
void RenderSceneExtractor::ExtractVisibleItems(

View File

@@ -2,6 +2,7 @@
#include "Components/CameraComponent.h"
#include "Components/GameObject.h"
#include "Components/LightComponent.h"
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "Components/TransformComponent.h"
@@ -139,5 +140,57 @@ std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
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 XCEngine

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@@ -1,12 +1,19 @@
#include "Rendering/SceneRenderRequestPlanner.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 "Rendering/RenderSceneUtility.h"
#include "Rendering/SceneRenderRequestUtils.h"
#include "Scene/Scene.h"
#include <array>
#include <algorithm>
#include <limits>
namespace XCEngine {
namespace Rendering {
@@ -15,42 +22,12 @@ namespace {
constexpr uint32_t kDirectionalShadowMapDimension = 1024;
constexpr float kMinShadowFocusDistance = 5.0f;
constexpr float kMaxShadowFocusDistance = 25.0f;
constexpr float kPerspectiveShadowFocusFactor = 0.25f;
constexpr float kMaxShadowFocusDistance = 64.0f;
constexpr float kPerspectiveShadowFocusFactor = 1.0f;
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;
bool IsUsableDirectionalLight(const Components::LightComponent* light) {
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;
}
constexpr float kShadowBoundsPadding = 1.0f;
constexpr float kMinShadowDepthPadding = 2.0f;
bool ShouldPlanDirectionalShadowForCamera(
const Components::CameraComponent& camera,
@@ -64,9 +41,68 @@ bool ShouldPlanDirectionalShadowForCamera(
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 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;

View File

@@ -182,6 +182,101 @@ TEST(RenderSceneExtractor_Test, ExtractsBrightestDirectionalLightAsMainLight) {
EXPECT_EQ(
sceneData.lighting.mainDirectionalLight.direction,
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) {