rendering: stabilize single-map directional shadow fitting

This commit is contained in:
2026-04-13 03:13:30 +08:00
parent 82c55b3999
commit 95edf0435f
3 changed files with 99 additions and 9 deletions

View File

@@ -16,9 +16,11 @@ namespace Rendering {
// fitting and the default sampling / caster bias values emitted into the // fitting and the default sampling / caster bias values emitted into the
// runtime shadow contract. // runtime shadow contract.
struct DirectionalShadowPlanningSettings { struct DirectionalShadowPlanningSettings {
uint32_t mapDimension = 1024u; // Keep the single-map MainLight shadow at a higher baseline so the current
// non-cascaded implementation has enough texel density to be usable.
uint32_t mapDimension = 2048u;
float minFocusDistance = 5.0f; float minFocusDistance = 5.0f;
float maxFocusDistance = 64.0f; float maxFocusDistance = 32.0f;
float perspectiveFocusFactor = 1.0f; float perspectiveFocusFactor = 1.0f;
float orthographicFocusFactor = 2.0f; float orthographicFocusFactor = 2.0f;
float minDepthRange = 20.0f; float minDepthRange = 20.0f;

View File

@@ -286,7 +286,7 @@ DirectionalShadowRenderPlan BuildDirectionalShadowRenderPlan(
gameObject->GetComponent<Components::MeshRendererComponent>(); gameObject->GetComponent<Components::MeshRendererComponent>();
if (meshRenderer == nullptr || if (meshRenderer == nullptr ||
!meshRenderer->IsEnabled() || !meshRenderer->IsEnabled() ||
(!meshRenderer->GetCastShadows() && !meshRenderer->GetReceiveShadows())) { !meshRenderer->GetCastShadows()) {
continue; continue;
} }

View File

@@ -2,10 +2,16 @@
#include <XCEngine/Components/CameraComponent.h> #include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/LightComponent.h> #include <XCEngine/Components/LightComponent.h>
#include <XCEngine/Components/MeshFilterComponent.h>
#include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Rendering/Planning/SceneRenderRequestPlanner.h> #include <XCEngine/Rendering/Planning/SceneRenderRequestPlanner.h>
#include <XCEngine/Scene/Scene.h> #include <XCEngine/Scene/Scene.h>
using namespace XCEngine::Components; using namespace XCEngine::Components;
using namespace XCEngine::Core;
using namespace XCEngine::Resources;
using namespace XCEngine::Rendering; using namespace XCEngine::Rendering;
namespace { namespace {
@@ -18,6 +24,17 @@ RenderContext CreateValidContext() {
return context; return context;
} }
Mesh* CreatePlannerTestMesh(const char* path, const XCEngine::Math::Bounds& bounds) {
auto* mesh = new Mesh();
IResource::ConstructParams params = {};
params.name = "PlannerTestMesh";
params.path = path;
params.guid = ResourceGUID::Generate(path);
mesh->Initialize(params);
mesh->SetBounds(bounds);
return mesh;
}
} // namespace } // namespace
TEST(SceneRenderRequestPlanner_Test, FallsBackToSceneCamerasWhenOverrideCameraIsNotUsable) { TEST(SceneRenderRequestPlanner_Test, FallsBackToSceneCamerasWhenOverrideCameraIsNotUsable) {
@@ -154,14 +171,14 @@ TEST(SceneRenderRequestPlanner_Test, BuildsDirectionalShadowPlanForBaseCameraWhe
EXPECT_EQ(request.camera, camera); EXPECT_EQ(request.camera, camera);
ASSERT_TRUE(request.directionalShadow.IsValid()); ASSERT_TRUE(request.directionalShadow.IsValid());
EXPECT_TRUE(request.directionalShadow.enabled); EXPECT_TRUE(request.directionalShadow.enabled);
EXPECT_EQ(request.directionalShadow.mapWidth, 1024u); EXPECT_EQ(request.directionalShadow.mapWidth, 2048u);
EXPECT_EQ(request.directionalShadow.mapHeight, 1024u); EXPECT_EQ(request.directionalShadow.mapHeight, 2048u);
EXPECT_EQ(request.directionalShadow.lightDirection, XCEngine::Math::Vector3::Back()); EXPECT_EQ(request.directionalShadow.lightDirection, XCEngine::Math::Vector3::Back());
EXPECT_GT(request.directionalShadow.focusPoint.z, 0.0f); EXPECT_GT(request.directionalShadow.focusPoint.z, 0.0f);
EXPECT_TRUE(request.shadowCaster.hasCameraDataOverride); EXPECT_TRUE(request.shadowCaster.hasCameraDataOverride);
EXPECT_EQ(request.shadowCaster.clearFlags, RenderClearFlags::Depth); EXPECT_EQ(request.shadowCaster.clearFlags, RenderClearFlags::Depth);
EXPECT_EQ(request.shadowCaster.cameraDataOverride.viewportWidth, 1024u); EXPECT_EQ(request.shadowCaster.cameraDataOverride.viewportWidth, 2048u);
EXPECT_EQ(request.shadowCaster.cameraDataOverride.viewportHeight, 1024u); EXPECT_EQ(request.shadowCaster.cameraDataOverride.viewportHeight, 2048u);
EXPECT_EQ(request.shadowCaster.cameraDataOverride.clearFlags, RenderClearFlags::Depth); EXPECT_EQ(request.shadowCaster.cameraDataOverride.clearFlags, RenderClearFlags::Depth);
} }
@@ -277,9 +294,9 @@ TEST(SceneRenderRequestPlanner_Test, SanitizesInvalidDirectionalShadowPlanningSe
const DirectionalShadowPlanningSettings& settings = const DirectionalShadowPlanningSettings& settings =
planner.GetDirectionalShadowPlanningSettings(); planner.GetDirectionalShadowPlanningSettings();
EXPECT_EQ(settings.mapDimension, 1024u); EXPECT_EQ(settings.mapDimension, 2048u);
EXPECT_FLOAT_EQ(settings.minFocusDistance, 5.0f); EXPECT_FLOAT_EQ(settings.minFocusDistance, 5.0f);
EXPECT_FLOAT_EQ(settings.maxFocusDistance, 64.0f); EXPECT_FLOAT_EQ(settings.maxFocusDistance, 32.0f);
EXPECT_FLOAT_EQ(settings.perspectiveFocusFactor, 1.0f); EXPECT_FLOAT_EQ(settings.perspectiveFocusFactor, 1.0f);
EXPECT_FLOAT_EQ(settings.orthographicFocusFactor, 2.0f); EXPECT_FLOAT_EQ(settings.orthographicFocusFactor, 2.0f);
EXPECT_FLOAT_EQ(settings.minDepthRange, 20.0f); EXPECT_FLOAT_EQ(settings.minDepthRange, 20.0f);
@@ -291,3 +308,74 @@ TEST(SceneRenderRequestPlanner_Test, SanitizesInvalidDirectionalShadowPlanningSe
EXPECT_FLOAT_EQ(settings.casterBias.depthBiasFactor, 2.5f); EXPECT_FLOAT_EQ(settings.casterBias.depthBiasFactor, 2.5f);
EXPECT_EQ(settings.casterBias.depthBiasUnits, 4); EXPECT_EQ(settings.casterBias.depthBiasUnits, 4);
} }
TEST(SceneRenderRequestPlanner_Test, IgnoresReceiveOnlyMeshesWhenFittingDirectionalShadowBounds) {
Scene scene("SceneRenderRequestPlannerReceiveOnlyShadowBounds");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetStackType(CameraStackType::Base);
camera->SetDepth(1.0f);
camera->SetProjectionType(CameraProjectionType::Perspective);
camera->SetNearClipPlane(0.3f);
camera->SetFarClipPlane(100.0f);
GameObject* shadowLightObject = scene.CreateGameObject("ShadowLight");
auto* shadowLight = shadowLightObject->AddComponent<LightComponent>();
shadowLight->SetLightType(LightType::Directional);
shadowLight->SetCastsShadows(true);
GameObject* casterObject = scene.CreateGameObject("Caster");
casterObject->GetTransform()->SetLocalPosition(XCEngine::Math::Vector3(0.0f, 0.0f, 6.0f));
auto* casterFilter = casterObject->AddComponent<MeshFilterComponent>();
auto* casterRenderer = casterObject->AddComponent<MeshRendererComponent>();
casterRenderer->SetCastShadows(true);
casterRenderer->SetReceiveShadows(true);
Mesh* casterMesh = CreatePlannerTestMesh(
"Meshes/planner_caster.mesh",
XCEngine::Math::Bounds(
XCEngine::Math::Vector3(-0.5f, -0.5f, -0.5f),
XCEngine::Math::Vector3(1.0f, 1.0f, 1.0f)));
casterFilter->SetMesh(casterMesh);
SceneRenderRequestPlanner planner;
const std::vector<CameraRenderRequest> baselineRequests = planner.BuildRequests(
scene,
nullptr,
CreateValidContext(),
RenderSurface(640, 360));
ASSERT_EQ(baselineRequests.size(), 1u);
ASSERT_TRUE(baselineRequests[0].directionalShadow.IsValid());
const float baselineHalfExtent = baselineRequests[0].directionalShadow.orthographicHalfExtent;
const float baselineTexelWorldSize = baselineRequests[0].directionalShadow.texelWorldSize;
GameObject* receiverObject = scene.CreateGameObject("ReceiverOnly");
receiverObject->GetTransform()->SetLocalPosition(XCEngine::Math::Vector3(0.0f, 0.0f, 16.0f));
auto* receiverFilter = receiverObject->AddComponent<MeshFilterComponent>();
auto* receiverRenderer = receiverObject->AddComponent<MeshRendererComponent>();
receiverRenderer->SetCastShadows(false);
receiverRenderer->SetReceiveShadows(true);
Mesh* receiverMesh = CreatePlannerTestMesh(
"Meshes/planner_receiver_only.mesh",
XCEngine::Math::Bounds(
XCEngine::Math::Vector3(-20.0f, -20.0f, -0.5f),
XCEngine::Math::Vector3(40.0f, 40.0f, 1.0f)));
receiverFilter->SetMesh(receiverMesh);
const std::vector<CameraRenderRequest> updatedRequests = planner.BuildRequests(
scene,
nullptr,
CreateValidContext(),
RenderSurface(640, 360));
ASSERT_EQ(updatedRequests.size(), 1u);
ASSERT_TRUE(updatedRequests[0].directionalShadow.IsValid());
EXPECT_FLOAT_EQ(updatedRequests[0].directionalShadow.orthographicHalfExtent, baselineHalfExtent);
EXPECT_FLOAT_EQ(updatedRequests[0].directionalShadow.texelWorldSize, baselineTexelWorldSize);
casterFilter->ClearMesh();
receiverFilter->ClearMesh();
delete casterMesh;
delete receiverMesh;
}