Added anti frustum test to remove lower cascade objects from higher shadow cascades

This commit is contained in:
Olivier Prat 2018-02-02 12:15:43 +01:00
parent 1f4671ba17
commit 234cb1e3e6
6 changed files with 63 additions and 14 deletions

View file

@ -228,13 +228,26 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
const auto sortedPipelines = task.addJob<PipelineSortShapes>("PipelineSortShadow", shadowItems);
const auto sortedShapes = task.addJob<DepthSortShapes>("DepthSortShadow", sortedPipelines, true);
render::Varying cascadeFrustums[SHADOW_CASCADE_MAX_COUNT] = {
ViewFrustumPointer(),
ViewFrustumPointer(),
ViewFrustumPointer(),
ViewFrustumPointer()
};
for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
char jobName[64];
sprintf(jobName, "ShadowCascadeSetup%d", i);
const auto shadowFilter = task.addJob<RenderShadowCascadeSetup>(jobName, i, _cullFunctor);
const auto cascadeSetupOutput = task.addJob<RenderShadowCascadeSetup>(jobName, i, _cullFunctor);
const auto shadowFilter = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(0);
auto antiFrustum = render::Varying(ViewFrustumPointer());
cascadeFrustums[i] = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(1);
if (i > 1) {
antiFrustum = cascadeFrustums[i - 2];
}
// CPU jobs: finer grained culling
const auto cullInputs = CullShapeBounds::Inputs(sortedShapes, shadowFilter).asVarying();
const auto cullInputs = CullShapeBounds::Inputs(sortedShapes, shadowFilter, antiFrustum).asVarying();
const auto culledShadowItemsAndBounds = task.addJob<CullShapeBounds>("CullShadowCascade", cullInputs, cullFunctor, RenderDetails::SHADOW);
// GPU jobs: Render to shadow map
@ -360,7 +373,7 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
const auto globalShadow = lightStage->getCurrentKeyShadow();
if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {
output = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
// Set the keylight render args
auto& cascade = globalShadow->getCascade(_cascadeIndex);
@ -372,8 +385,11 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
// TODO : maybe adapt that with LOD management system?
texelSize *= minTexelCount;
_cullFunctor._minSquareSize = texelSize * texelSize;
output.edit1() = cascadeFrustum;
} else {
output = ItemFilter::Builder::nothing();
output.edit0() = ItemFilter::Builder::nothing();
output.edit1() = ViewFrustumPointer();
}
}

View file

@ -117,7 +117,7 @@ private:
class RenderShadowCascadeSetup {
public:
using Outputs = render::ItemFilter;
using Outputs = render::VaryingSet2<render::ItemFilter, ViewFrustumPointer>;
using JobModel = render::Job::ModelO<RenderShadowCascadeSetup, Outputs>;
RenderShadowCascadeSetup(unsigned int cascadeIndex, RenderShadowTask::CullFunctor& cullFunctor) : _cascadeIndex{ cascadeIndex }, _cullFunctor{ cullFunctor } {}

View file

@ -24,13 +24,15 @@ struct Test {
CullFunctor _functor;
RenderArgs* _args;
RenderDetails::Item& _renderDetails;
ViewFrustumPointer _antiFrustum;
glm::vec3 _eyePos;
float _squareTanAlpha;
Test(CullFunctor& functor, RenderArgs* pargs, RenderDetails::Item& renderDetails) :
Test(CullFunctor& functor, RenderArgs* pargs, RenderDetails::Item& renderDetails, ViewFrustumPointer antiFrustum = nullptr) :
_functor(functor),
_args(pargs),
_renderDetails(renderDetails) {
_renderDetails(renderDetails),
_antiFrustum(antiFrustum) {
// FIXME: Keep this code here even though we don't use it yet
/*_eyePos = _args->getViewFrustum().getPosition();
float a = glm::degrees(Octree::getPerspectiveAccuracyAngle(_args->_sizeScale, _args->_boundaryLevelAdjust));
@ -49,6 +51,15 @@ struct Test {
return true;
}
bool antiFrustumTest(const AABox& bound) {
assert(_antiFrustum);
if (_antiFrustum->boxInsideFrustum(bound)) {
_renderDetails._outOfView++;
return false;
}
return true;
}
bool solidAngleTest(const AABox& bound) {
// FIXME: Keep this code here even though we don't use it yet
//auto eyeToPoint = bound.calcCenter() - _eyePos;
@ -331,6 +342,7 @@ void CullShapeBounds::run(const RenderContextPointer& renderContext, const Input
const auto& inShapes = inputs.get0();
const auto& filter = inputs.get1();
const auto& antiFrustum = inputs.get2();
auto& outShapes = outputs.edit0();
auto& outBounds = outputs.edit1();
@ -339,7 +351,7 @@ void CullShapeBounds::run(const RenderContextPointer& renderContext, const Input
if (!filter.selectsNothing()) {
auto& details = args->_details.edit(_detailType);
Test test(_cullFunctor, args, details);
Test test(_cullFunctor, args, details, antiFrustum);
for (auto& inItems : inShapes) {
auto key = inItems.first;
@ -351,13 +363,21 @@ void CullShapeBounds::run(const RenderContextPointer& renderContext, const Input
details._considered += (int)inItems.second.size();
for (auto& item : inItems.second) {
if (test.frustumTest(item.bound) && test.solidAngleTest(item.bound)) {
outItems->second.emplace_back(item);
outBounds += item.bound;
if (antiFrustum == nullptr) {
for (auto& item : inItems.second) {
if (test.solidAngleTest(item.bound) && test.frustumTest(item.bound)) {
outItems->second.emplace_back(item);
outBounds += item.bound;
}
}
} else {
for (auto& item : inItems.second) {
if (test.solidAngleTest(item.bound) && test.frustumTest(item.bound) && test.antiFrustumTest(item.bound)) {
outItems->second.emplace_back(item);
outBounds += item.bound;
}
}
}
details._rendered += (int)outItems->second.size();
}

View file

@ -110,7 +110,7 @@ namespace render {
class CullShapeBounds {
public:
using Inputs = render::VaryingSet2<ShapeBounds, ItemFilter>;
using Inputs = render::VaryingSet3<ShapeBounds, ItemFilter, ViewFrustumPointer>;
using Outputs = render::VaryingSet2<ShapeBounds, AABox>;
using JobModel = Job::ModelIO<CullShapeBounds, Inputs, Outputs>;

View file

@ -280,6 +280,18 @@ bool ViewFrustum::boxIntersectsFrustum(const AABox& box) const {
return true;
}
bool ViewFrustum::boxInsideFrustum(const AABox& box) const {
// only check against frustum
for (int i = 0; i < NUM_FRUSTUM_PLANES; i++) {
const glm::vec3& normal = _planes[i].getNormal();
// check distance to nearest box point
if (_planes[i].distance(box.getNearestVertex(normal)) < 0.0f) {
return false;
}
}
return true;
}
bool ViewFrustum::sphereIntersectsKeyhole(const glm::vec3& center, float radius) const {
// check positive touch against central sphere
if (glm::length(center - _position) <= (radius + _centerSphereRadius)) {

View file

@ -104,6 +104,7 @@ public:
bool sphereIntersectsFrustum(const glm::vec3& center, float radius) const;
bool cubeIntersectsFrustum(const AACube& box) const;
bool boxIntersectsFrustum(const AABox& box) const;
bool boxInsideFrustum(const AABox& box) const;
bool sphereIntersectsKeyhole(const glm::vec3& center, float radius) const;
bool cubeIntersectsKeyhole(const AACube& cube) const;