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https://github.com/godotengine/godot.git
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Make directional lights' tighter shadowcaster culling truly tight (implement per-cascade culling)
This commit is contained in:
@@ -100,8 +100,26 @@ bool RenderingLightCuller::_prepare_light(const RendererSceneCull::Instance &p_i
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break;
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case RS::LIGHT_DIRECTIONAL:
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lsource.type = LightSource::ST_DIRECTIONAL;
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// Could deal with a max directional shadow range here? NYI
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// LIGHT_PARAM_SHADOW_MAX_DISTANCE
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lsource.range = RSG::light_storage->light_get_param(p_instance.base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
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switch (RSG::light_storage->light_directional_get_shadow_mode(p_instance.base)) {
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case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
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lsource.cascade_count = 1;
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break;
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case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
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lsource.cascade_count = 2;
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break;
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case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
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lsource.cascade_count = 4;
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break;
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default:
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ERR_FAIL_V_MSG(false, "Only directional lights with 1, 2, or 4 shadow cascades are supported.");
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break;
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}
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lsource.cascade_splits[0] = RSG::light_storage->light_get_param(p_instance.base, RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET);
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lsource.cascade_splits[1] = RSG::light_storage->light_get_param(p_instance.base, RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET);
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lsource.cascade_splits[2] = RSG::light_storage->light_get_param(p_instance.base, RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET);
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lsource.blend_splits = RSG::light_storage->light_directional_get_blend_splits(p_instance.base);
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break;
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}
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@@ -109,11 +127,84 @@ bool RenderingLightCuller::_prepare_light(const RendererSceneCull::Instance &p_i
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lsource.dir = -p_instance.transform.basis.get_column(2);
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lsource.dir.normalize();
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bool visible;
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// In reality there's always going to be at least one cascade, but the compiler can't know that.
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// If SOMEHOW there's actually 0 cascades though, I suppose there isn't going to be anything visible after all.
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bool visible = false;
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if (p_directional_light_id == -1) {
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visible = _add_light_camera_planes(data.regular_cull_planes, lsource);
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visible = _add_light_camera_planes(data.regular_cull_planes, lsource, { &data.frustum_planes[0], data.frustum_points });
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} else {
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visible = _add_light_camera_planes(data.directional_cull_planes[p_directional_light_id], lsource);
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int used_planes = 1 + lsource.cascade_count; // 2 for ortho (near+far), 3 for pssm2 (near+mid+far), 5 for pssm4 (near+3mids+far).
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Plane boundary_planes[5];
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{
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constexpr const int MAX_PLANES = 5;
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real_t plane_distances[MAX_PLANES] = {
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data.camera_projection.get_z_near(),
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lsource.cascade_splits[0] * lsource.range,
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lsource.cascade_splits[1] * lsource.range,
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lsource.cascade_splits[2] * lsource.range,
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lsource.range,
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};
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//If not 4 cascades, replace last used cascade plane distance with max shadow range (shadow far plane distance).
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plane_distances[used_planes - 1] = lsource.range;
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#ifdef LIGHT_CULLER_DEBUG_LOGGING
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if (is_logging()) {
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print_line("cascade split planes (first " + itos(used_planes) + " used): " +
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String(Variant(plane_distances[0])) + "m, " +
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String(Variant(plane_distances[1])) + "m, " +
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String(Variant(plane_distances[2])) + "m, " +
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String(Variant(plane_distances[3])) + "m, " +
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String(Variant(plane_distances[4])) + "m");
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}
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#endif
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Vector3 camera_normal = data.camera_transform.basis.xform(Vector3(0, 0, 1)).normalized();
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for (int i = 0; i < used_planes; i++) {
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real_t plane_distance = plane_distances[i];
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//Plane compute
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boundary_planes[i] = Plane(
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camera_normal,
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data.camera_transform.origin + camera_normal * -plane_distance);
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}
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}
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for (int i = 0; i < lsource.cascade_count; i++) {
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/*
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enum PlaneOrder {
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PLANE_NEAR,
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PLANE_FAR,
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PLANE_LEFT,
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PLANE_TOP,
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PLANE_RIGHT,
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PLANE_BOTTOM,
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PLANE_TOTAL,
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};
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*/
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Plane cull_planes[6] = {
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boundary_planes[MAX(i - (lsource.blend_splits ? 1 : 0), 0)],
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Plane(-boundary_planes[i + 1].normal, -boundary_planes[i + 1].d), // Normal flip to ensure far is outward-facing.
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data.frustum_planes[2],
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data.frustum_planes[3],
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data.frustum_planes[4],
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data.frustum_planes[5],
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};
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#ifdef LIGHT_CULLER_DEBUG_LOGGING
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if (is_logging()) {
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for (int p = 0; p < 6; p++) {
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print_line("cascade " + itos(i) + " plane " + itos(p) + " : " + String(cull_planes[p]));
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}
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}
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#endif
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// Frustum point calculation
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Vector3 frustum_points[8];
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bool success = create_frustum_points(cull_planes, frustum_points);
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ERR_FAIL_COND_V(!success, false);
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// Replace frustum arguments with cascade's.
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LightCullPlanes &destination = data.directional_cull_planes[p_directional_light_id].planes[i];
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visible = _add_light_camera_planes(destination, lsource, { cull_planes, frustum_points });
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}
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}
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if (data.light_culling_active) {
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@@ -122,14 +213,14 @@ bool RenderingLightCuller::_prepare_light(const RendererSceneCull::Instance &p_i
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return true;
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}
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bool RenderingLightCuller::cull_directional_light(const RendererSceneCull::InstanceBounds &p_bound, int32_t p_directional_light_id) {
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bool RenderingLightCuller::cull_directional_light(const RendererSceneCull::InstanceBounds &p_bound, int32_t p_directional_light_id, int32_t p_cascade) {
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if (!data.is_active() || !is_caster_culling_active()) {
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return true;
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}
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ERR_FAIL_INDEX_V(p_directional_light_id, (int32_t)data.directional_cull_planes.size(), true);
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LightCullPlanes &cull_planes = data.directional_cull_planes[p_directional_light_id];
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LightCullPlanes &cull_planes = data.directional_cull_planes[p_directional_light_id].planes[p_cascade];
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Vector3 mins = Vector3(p_bound.bounds[0], p_bound.bounds[1], p_bound.bounds[2]);
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Vector3 maxs = Vector3(p_bound.bounds[3], p_bound.bounds[4], p_bound.bounds[5]);
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@@ -228,18 +319,20 @@ void RenderingLightCuller::LightCullPlanes::add_cull_plane(const Plane &p) {
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// Directional lights are different to points, as the origin is infinitely in the distance, so the plane third
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// points are derived differently.
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bool RenderingLightCuller::add_light_camera_planes_directional(LightCullPlanes &r_cull_planes, const LightSource &p_light_source) {
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bool RenderingLightCuller::add_light_camera_planes_directional(LightCullPlanes &r_cull_planes, const LightSource &p_light_source, const CullFrustumData &p_cull_frustum) {
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uint32_t lookup = 0;
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r_cull_planes.num_cull_planes = 0;
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const Plane *const cull_frustum_planes = p_cull_frustum.frustum_planes;
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// Directional light, we will use dot against the light direction to determine back facing planes.
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for (int n = 0; n < 6; n++) {
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float dot = data.frustum_planes[n].normal.dot(p_light_source.dir);
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float dot = cull_frustum_planes[n].normal.dot(p_light_source.dir);
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if (dot > 0.0f) {
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lookup |= 1 << n;
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// Add backfacing camera frustum planes.
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r_cull_planes.add_cull_plane(data.frustum_planes[n]);
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r_cull_planes.add_cull_plane(cull_frustum_planes[n]);
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}
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}
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@@ -252,8 +345,8 @@ bool RenderingLightCuller::add_light_camera_planes_directional(LightCullPlanes &
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// Should never happen with directional light?? This may be able to be removed.
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if (lookup == 63) {
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r_cull_planes.num_cull_planes = 0;
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for (int n = 0; n < data.frustum_planes.size(); n++) {
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r_cull_planes.add_cull_plane(data.frustum_planes[n]);
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for (int n = 0; n < 6; n++) {
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r_cull_planes.add_cull_plane(cull_frustum_planes[n]);
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}
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return true;
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@@ -270,11 +363,14 @@ bool RenderingLightCuller::add_light_camera_planes_directional(LightCullPlanes &
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int n_edges = data.LUT_entry_sizes[lookup] - 1;
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#endif
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const Vector3 *const frustum_points = p_cull_frustum.frustum_points;
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for (int e = 0; e < n_edges; e++) {
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int i0 = entry[e];
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int i1 = entry[e + 1];
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const Vector3 &pt0 = data.frustum_points[i0];
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const Vector3 &pt1 = data.frustum_points[i1];
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const Vector3 &pt0 = frustum_points[i0];
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const Vector3 &pt1 = frustum_points[i1];
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// Create a third point from the light direction.
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Vector3 pt2 = pt0 - p_light_source.dir;
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@@ -291,8 +387,8 @@ bool RenderingLightCuller::add_light_camera_planes_directional(LightCullPlanes &
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int i0 = entry[n_edges]; // Last.
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int i1 = entry[0]; // First.
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const Vector3 &pt0 = data.frustum_points[i0];
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const Vector3 &pt1 = data.frustum_points[i1];
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const Vector3 &pt0 = frustum_points[i0];
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const Vector3 &pt1 = frustum_points[i1];
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// Create a third point from the light direction.
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Vector3 pt2 = pt0 - p_light_source.dir;
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@@ -313,20 +409,19 @@ bool RenderingLightCuller::add_light_camera_planes_directional(LightCullPlanes &
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return true;
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}
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bool RenderingLightCuller::_add_light_camera_planes(LightCullPlanes &r_cull_planes, const LightSource &p_light_source) {
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bool RenderingLightCuller::_add_light_camera_planes(LightCullPlanes &r_cull_planes, const LightSource &p_light_source, const CullFrustumData &p_cull_frustum) {
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if (!data.is_active()) {
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return true;
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}
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// We should have called prepare_camera before this.
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ERR_FAIL_COND_V(data.frustum_planes.size() != 6, true);
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const Plane *const cull_frustum_planes = p_cull_frustum.frustum_planes;
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switch (p_light_source.type) {
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case LightSource::ST_SPOTLIGHT:
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case LightSource::ST_OMNI:
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break;
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case LightSource::ST_DIRECTIONAL:
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return add_light_camera_planes_directional(r_cull_planes, p_light_source);
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return add_light_camera_planes_directional(r_cull_planes, p_light_source, p_cull_frustum);
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break;
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default:
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return false; // not yet supported
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@@ -352,12 +447,12 @@ bool RenderingLightCuller::_add_light_camera_planes(LightCullPlanes &r_cull_plan
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// OMNIS
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if (p_light_source.type == LightSource::ST_OMNI) {
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for (int n = 0; n < 6; n++) {
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float dist = data.frustum_planes[n].distance_to(p_light_source.pos);
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float dist = cull_frustum_planes[n].distance_to(p_light_source.pos);
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if (dist < 0.0f) {
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lookup |= 1 << n;
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// Add backfacing camera frustum planes.
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r_cull_planes.add_cull_plane(data.frustum_planes[n]);
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r_cull_planes.add_cull_plane(cull_frustum_planes[n]);
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} else {
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// Is the light out of range?
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// This is one of the tests. If the point source is more than range distance from a frustum plane, it can't
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@@ -381,13 +476,13 @@ bool RenderingLightCuller::_add_light_camera_planes(LightCullPlanes &r_cull_plan
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float end_cone_radius = radius_at_dist_one * p_light_source.range;
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for (int n = 0; n < 6; n++) {
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float dist = data.frustum_planes[n].distance_to(p_light_source.pos);
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float dist = cull_frustum_planes[n].distance_to(p_light_source.pos);
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if (dist < 0.0f) {
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// Either the plane is backfacing or we are inside the frustum.
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lookup |= 1 << n;
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// Add backfacing camera frustum planes.
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r_cull_planes.add_cull_plane(data.frustum_planes[n]);
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r_cull_planes.add_cull_plane(cull_frustum_planes[n]);
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} else {
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// The light is in front of the plane.
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@@ -402,7 +497,7 @@ bool RenderingLightCuller::_add_light_camera_planes(LightCullPlanes &r_cull_plan
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// If the cone end point is further than the maximum possible distance to the plane
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// we can guarantee that the cone does not cross the plane, and hence the cone
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// is outside the frustum.
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float dist_end = data.frustum_planes[n].distance_to(pos_end);
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float dist_end = cull_frustum_planes[n].distance_to(pos_end);
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if (dist_end >= end_cone_radius) {
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data.out_of_range = true;
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@@ -420,8 +515,8 @@ bool RenderingLightCuller::_add_light_camera_planes(LightCullPlanes &r_cull_plan
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// render shadow casters outside the frustum as shadows can never re-enter the frustum.
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if (lookup == 63) {
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r_cull_planes.num_cull_planes = 0;
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for (int n = 0; n < data.frustum_planes.size(); n++) {
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r_cull_planes.add_cull_plane(data.frustum_planes[n]);
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for (int n = 0; n < 6; n++) {
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r_cull_planes.add_cull_plane(cull_frustum_planes[n]);
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}
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return true;
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@@ -431,13 +526,15 @@ bool RenderingLightCuller::_add_light_camera_planes(LightCullPlanes &r_cull_plan
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uint8_t *entry = &data.LUT_entries[lookup][0];
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int n_edges = data.LUT_entry_sizes[lookup] - 1;
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const Vector3 *const frustum_points = p_cull_frustum.frustum_points;
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const Vector3 &pt2 = p_light_source.pos;
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for (int e = 0; e < n_edges; e++) {
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int i0 = entry[e];
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int i1 = entry[e + 1];
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const Vector3 &pt0 = data.frustum_points[i0];
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const Vector3 &pt1 = data.frustum_points[i1];
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const Vector3 &pt0 = frustum_points[i0];
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const Vector3 &pt1 = frustum_points[i1];
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if (!_is_colinear_tri(pt0, pt1, pt2)) {
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// Create plane from 3 points.
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@@ -451,8 +548,8 @@ bool RenderingLightCuller::_add_light_camera_planes(LightCullPlanes &r_cull_plan
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int i0 = entry[n_edges]; // Last.
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int i1 = entry[0]; // First.
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const Vector3 &pt0 = data.frustum_points[i0];
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const Vector3 &pt1 = data.frustum_points[i1];
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const Vector3 &pt0 = frustum_points[i0];
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const Vector3 &pt1 = frustum_points[i1];
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if (!_is_colinear_tri(pt0, pt1, pt2)) {
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// Create plane from 3 points.
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@@ -493,6 +590,9 @@ bool RenderingLightCuller::prepare_camera(const Transform3D &p_cam_transform, co
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if (!data.is_active()) {
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return false;
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}
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// These are needed later to build per-cascade cull frustums for directional lights.
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data.camera_transform = p_cam_transform;
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data.camera_projection = p_cam_matrix;
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// Get the camera frustum planes in world space.
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data.frustum_planes = p_cam_matrix.get_projection_planes(p_cam_transform);
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@@ -524,6 +624,10 @@ bool RenderingLightCuller::prepare_camera(const Transform3D &p_cam_transform, co
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}
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#endif
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return create_frustum_points(&data.frustum_planes[0], data.frustum_points);
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}
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bool RenderingLightCuller::create_frustum_points(const Plane *p_frustum_planes, Vector3 *r_result) const {
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// We want to calculate the frustum corners in a specific order.
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const Projection::Planes intersections[8][3] = {
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{ Projection::PLANE_FAR, Projection::PLANE_LEFT, Projection::PLANE_TOP },
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@@ -538,18 +642,17 @@ bool RenderingLightCuller::prepare_camera(const Transform3D &p_cam_transform, co
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for (int i = 0; i < 8; i++) {
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// 3 plane intersection, gives us a point.
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bool res = data.frustum_planes[intersections[i][0]].intersect_3(data.frustum_planes[intersections[i][1]], data.frustum_planes[intersections[i][2]], &data.frustum_points[i]);
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bool res = p_frustum_planes[intersections[i][0]].intersect_3(p_frustum_planes[intersections[i][1]], p_frustum_planes[intersections[i][2]], &r_result[i]);
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// What happens with a zero frustum? NYI - deal with this.
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ERR_FAIL_COND_V(!res, false);
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#ifdef LIGHT_CULLER_DEBUG_LOGGING
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if (is_logging()) {
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print_line("point " + itos(i) + " -> " + String(data.frustum_points[i]));
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print_line("point " + itos(i) + " -> " + String(result[i]));
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}
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#endif
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}
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return true;
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}
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