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Added anti frustum test to remove lower cascade objects from higher shadow cascades
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parent
1f4671ba17
commit
234cb1e3e6
6 changed files with 63 additions and 14 deletions
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@ -228,13 +228,26 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
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const auto sortedPipelines = task.addJob<PipelineSortShapes>("PipelineSortShadow", shadowItems);
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const auto sortedShapes = task.addJob<DepthSortShapes>("DepthSortShadow", sortedPipelines, true);
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render::Varying cascadeFrustums[SHADOW_CASCADE_MAX_COUNT] = {
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ViewFrustumPointer(),
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ViewFrustumPointer(),
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ViewFrustumPointer(),
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ViewFrustumPointer()
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};
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for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
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char jobName[64];
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sprintf(jobName, "ShadowCascadeSetup%d", i);
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const auto shadowFilter = task.addJob<RenderShadowCascadeSetup>(jobName, i, _cullFunctor);
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const auto cascadeSetupOutput = task.addJob<RenderShadowCascadeSetup>(jobName, i, _cullFunctor);
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const auto shadowFilter = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(0);
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auto antiFrustum = render::Varying(ViewFrustumPointer());
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cascadeFrustums[i] = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(1);
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if (i > 1) {
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antiFrustum = cascadeFrustums[i - 2];
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}
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// CPU jobs: finer grained culling
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const auto cullInputs = CullShapeBounds::Inputs(sortedShapes, shadowFilter).asVarying();
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const auto cullInputs = CullShapeBounds::Inputs(sortedShapes, shadowFilter, antiFrustum).asVarying();
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const auto culledShadowItemsAndBounds = task.addJob<CullShapeBounds>("CullShadowCascade", cullInputs, cullFunctor, RenderDetails::SHADOW);
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// GPU jobs: Render to shadow map
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@ -360,7 +373,7 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
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const auto globalShadow = lightStage->getCurrentKeyShadow();
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if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {
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output = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
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output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
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// Set the keylight render args
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auto& cascade = globalShadow->getCascade(_cascadeIndex);
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@ -372,8 +385,11 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
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// TODO : maybe adapt that with LOD management system?
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texelSize *= minTexelCount;
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_cullFunctor._minSquareSize = texelSize * texelSize;
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output.edit1() = cascadeFrustum;
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} else {
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output = ItemFilter::Builder::nothing();
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output.edit0() = ItemFilter::Builder::nothing();
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output.edit1() = ViewFrustumPointer();
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}
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}
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@ -117,7 +117,7 @@ private:
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class RenderShadowCascadeSetup {
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public:
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using Outputs = render::ItemFilter;
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using Outputs = render::VaryingSet2<render::ItemFilter, ViewFrustumPointer>;
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using JobModel = render::Job::ModelO<RenderShadowCascadeSetup, Outputs>;
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RenderShadowCascadeSetup(unsigned int cascadeIndex, RenderShadowTask::CullFunctor& cullFunctor) : _cascadeIndex{ cascadeIndex }, _cullFunctor{ cullFunctor } {}
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@ -24,13 +24,15 @@ struct Test {
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CullFunctor _functor;
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RenderArgs* _args;
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RenderDetails::Item& _renderDetails;
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ViewFrustumPointer _antiFrustum;
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glm::vec3 _eyePos;
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float _squareTanAlpha;
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Test(CullFunctor& functor, RenderArgs* pargs, RenderDetails::Item& renderDetails) :
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Test(CullFunctor& functor, RenderArgs* pargs, RenderDetails::Item& renderDetails, ViewFrustumPointer antiFrustum = nullptr) :
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_functor(functor),
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_args(pargs),
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_renderDetails(renderDetails) {
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_renderDetails(renderDetails),
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_antiFrustum(antiFrustum) {
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// FIXME: Keep this code here even though we don't use it yet
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/*_eyePos = _args->getViewFrustum().getPosition();
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float a = glm::degrees(Octree::getPerspectiveAccuracyAngle(_args->_sizeScale, _args->_boundaryLevelAdjust));
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@ -49,6 +51,15 @@ struct Test {
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return true;
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}
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bool antiFrustumTest(const AABox& bound) {
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assert(_antiFrustum);
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if (_antiFrustum->boxInsideFrustum(bound)) {
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_renderDetails._outOfView++;
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return false;
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}
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return true;
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}
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bool solidAngleTest(const AABox& bound) {
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// FIXME: Keep this code here even though we don't use it yet
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//auto eyeToPoint = bound.calcCenter() - _eyePos;
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@ -331,6 +342,7 @@ void CullShapeBounds::run(const RenderContextPointer& renderContext, const Input
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const auto& inShapes = inputs.get0();
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const auto& filter = inputs.get1();
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const auto& antiFrustum = inputs.get2();
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auto& outShapes = outputs.edit0();
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auto& outBounds = outputs.edit1();
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@ -339,7 +351,7 @@ void CullShapeBounds::run(const RenderContextPointer& renderContext, const Input
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if (!filter.selectsNothing()) {
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auto& details = args->_details.edit(_detailType);
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Test test(_cullFunctor, args, details);
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Test test(_cullFunctor, args, details, antiFrustum);
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for (auto& inItems : inShapes) {
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auto key = inItems.first;
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@ -351,13 +363,21 @@ void CullShapeBounds::run(const RenderContextPointer& renderContext, const Input
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details._considered += (int)inItems.second.size();
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for (auto& item : inItems.second) {
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if (test.frustumTest(item.bound) && test.solidAngleTest(item.bound)) {
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outItems->second.emplace_back(item);
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outBounds += item.bound;
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if (antiFrustum == nullptr) {
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for (auto& item : inItems.second) {
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if (test.solidAngleTest(item.bound) && test.frustumTest(item.bound)) {
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outItems->second.emplace_back(item);
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outBounds += item.bound;
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}
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}
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} else {
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for (auto& item : inItems.second) {
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if (test.solidAngleTest(item.bound) && test.frustumTest(item.bound) && test.antiFrustumTest(item.bound)) {
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outItems->second.emplace_back(item);
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outBounds += item.bound;
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}
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}
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}
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details._rendered += (int)outItems->second.size();
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}
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@ -110,7 +110,7 @@ namespace render {
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class CullShapeBounds {
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public:
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using Inputs = render::VaryingSet2<ShapeBounds, ItemFilter>;
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using Inputs = render::VaryingSet3<ShapeBounds, ItemFilter, ViewFrustumPointer>;
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using Outputs = render::VaryingSet2<ShapeBounds, AABox>;
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using JobModel = Job::ModelIO<CullShapeBounds, Inputs, Outputs>;
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@ -280,6 +280,18 @@ bool ViewFrustum::boxIntersectsFrustum(const AABox& box) const {
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return true;
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}
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bool ViewFrustum::boxInsideFrustum(const AABox& box) const {
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// only check against frustum
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for (int i = 0; i < NUM_FRUSTUM_PLANES; i++) {
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const glm::vec3& normal = _planes[i].getNormal();
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// check distance to nearest box point
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if (_planes[i].distance(box.getNearestVertex(normal)) < 0.0f) {
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return false;
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}
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}
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return true;
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}
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bool ViewFrustum::sphereIntersectsKeyhole(const glm::vec3& center, float radius) const {
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// check positive touch against central sphere
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if (glm::length(center - _position) <= (radius + _centerSphereRadius)) {
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@ -104,6 +104,7 @@ public:
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bool sphereIntersectsFrustum(const glm::vec3& center, float radius) const;
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bool cubeIntersectsFrustum(const AACube& box) const;
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bool boxIntersectsFrustum(const AABox& box) const;
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bool boxInsideFrustum(const AABox& box) const;
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bool sphereIntersectsKeyhole(const glm::vec3& center, float radius) const;
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bool cubeIntersectsKeyhole(const AACube& cube) const;
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