virtualx-engine/servers/rendering/rendering_light_culler.h
lawnjelly 4577dfdb67 Shadow volume culling and tighter shadow caster culling
Existing shadow caster culling takes no account of the camera.
This PR adds the highly encapsulated class RenderingLightCuller which can cut down the casters in the shadow volume to only those which can cast shadows on the camera frustum.
2024-01-30 08:38:31 +00:00

248 lines
10 KiB
C++

/**************************************************************************/
/* rendering_light_culler.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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#ifndef RENDERING_LIGHT_CULLER_H
#define RENDERING_LIGHT_CULLER_H
#include "core/math/plane.h"
#include "core/math/vector3.h"
#include "renderer_scene_cull.h"
struct Projection;
struct Transform3D;
// For testing performance improvements from the LightCuller:
// Uncomment LIGHT_CULLER_DEBUG_FLASH and it will turn the culler
// on and off every LIGHT_CULLER_DEBUG_FLASH_FREQUENCY camera prepares.
// Uncomment LIGHT_CULLER_DEBUG_LOGGING to get periodic print of the number of casters culled before / after.
// Uncomment LIGHT_CULLER_DEBUG_DIRECTIONAL_LIGHT to get periodic print of the number of casters culled for the directional light..
// #define LIGHT_CULLER_DEBUG_LOGGING
// #define LIGHT_CULLER_DEBUG_DIRECTIONAL_LIGHT
// #define LIGHT_CULLER_DEBUG_REGULAR_LIGHT
// #define LIGHT_CULLER_DEBUG_FLASH
#define LIGHT_CULLER_DEBUG_FLASH_FREQUENCY 1024
////////////////////////////////////////////////////////////////////////////////////////////////
// The code to generate the lookup table is included but commented out.
// This may be useful for debugging / regenerating the LUT in the future,
// especially if the order of planes changes.
// When this define is set, the generated lookup table will be printed to debug output.
// The generated lookup table can be copy pasted
// straight to LUT_entry_sizes and LUT_entries.
// See the referenced article for explanation.
// #define RENDERING_LIGHT_CULLER_CALCULATE_LUT
////////////////////////////////////////////////////////////////////////////////////////////////
// This define will be set automatically depending on earlier defines, you can leave this as is.
#if defined(LIGHT_CULLER_DEBUG_LOGGING) || defined(RENDERING_LIGHT_CULLER_CALCULATE_LUT)
#define RENDERING_LIGHT_CULLER_DEBUG_STRINGS
#endif
// Culls shadow casters that can't cast shadows into the camera frustum.
class RenderingLightCuller {
public:
RenderingLightCuller();
private:
class LightSource {
public:
enum SourceType {
ST_UNKNOWN,
ST_DIRECTIONAL,
ST_SPOTLIGHT,
ST_OMNI,
};
LightSource() {
type = ST_UNKNOWN;
angle = 0.0f;
range = FLT_MAX;
}
// All in world space, culling done in world space.
Vector3 pos;
Vector3 dir;
SourceType type;
float angle; // For spotlight.
float range;
};
// Same order as godot.
enum PlaneOrder {
PLANE_NEAR,
PLANE_FAR,
PLANE_LEFT,
PLANE_TOP,
PLANE_RIGHT,
PLANE_BOTTOM,
PLANE_TOTAL,
};
// Same order as godot.
enum PointOrder {
PT_FAR_LEFT_TOP,
PT_FAR_LEFT_BOTTOM,
PT_FAR_RIGHT_TOP,
PT_FAR_RIGHT_BOTTOM,
PT_NEAR_LEFT_TOP,
PT_NEAR_LEFT_BOTTOM,
PT_NEAR_RIGHT_TOP,
PT_NEAR_RIGHT_BOTTOM,
};
// 6 bits, 6 planes.
enum {
NUM_CAM_PLANES = 6,
NUM_CAM_POINTS = 8,
MAX_CULL_PLANES = 17,
LUT_SIZE = 64,
};
public:
// Before each pass with a different camera, you must call this so the culler can pre-create
// the camera frustum planes and corner points in world space which are used for the culling.
bool prepare_camera(const Transform3D &p_cam_transform, const Projection &p_cam_matrix);
// REGULAR LIGHTS (SPOT, OMNI).
// These are prepared then used for culling one by one, single threaded.
// prepare_regular_light() returns false if the entire light is culled (i.e. there is no intersection between the light and the view frustum).
bool prepare_regular_light(const RendererSceneCull::Instance &p_instance) { return _prepare_light(p_instance, -1); }
// Cull according to the regular light planes that were setup in the previous call to prepare_regular_light.
void cull_regular_light(PagedArray<RendererSceneCull::Instance *> &r_instance_shadow_cull_result);
// Directional lights are prepared in advance, and can be culled multithreaded chopping and changing between
// different directional_light_id.
void prepare_directional_light(const RendererSceneCull::Instance *p_instance, int32_t p_directional_light_id);
// Return false if the instance is to be culled.
bool cull_directional_light(const RendererSceneCull::InstanceBounds &p_bound, int32_t p_directional_light_id);
// Can turn on and off from the engine if desired.
void set_caster_culling_active(bool p_active) { data.caster_culling_active = p_active; }
void set_light_culling_active(bool p_active) { data.light_culling_active = p_active; }
private:
struct LightCullPlanes {
void add_cull_plane(const Plane &p);
Plane cull_planes[MAX_CULL_PLANES];
int num_cull_planes = 0;
#ifdef LIGHT_CULLER_DEBUG_DIRECTIONAL_LIGHT
uint32_t rejected_count = 0;
#endif
};
bool _prepare_light(const RendererSceneCull::Instance &p_instance, int32_t p_directional_light_id = -1);
// Internal version uses LightSource.
bool _add_light_camera_planes(LightCullPlanes &r_cull_planes, const LightSource &p_light_source);
// Directional light gives parallel culling planes (as opposed to point lights).
bool add_light_camera_planes_directional(LightCullPlanes &r_cull_planes, const LightSource &p_light_source);
// Is the light culler active? maybe not in the editor...
bool is_caster_culling_active() const { return data.caster_culling_active; }
bool is_light_culling_active() const { return data.light_culling_active; }
// Do we want to log some debug output?
bool is_logging() const { return data.debug_count == 0; }
struct Data {
// Camera frustum planes (world space) - order ePlane.
Vector<Plane> frustum_planes;
// Camera frustum corners (world space) - order ePoint.
Vector3 frustum_points[NUM_CAM_POINTS];
// Master can have multiple directional lights.
// These need to store their own cull planes individually, as master
// chops and changes between culling different lights
// instead of doing one by one, and we don't want to prepare
// lights multiple times per frame.
LocalVector<LightCullPlanes> directional_cull_planes;
// Single threaded cull planes for regular lights
// (OMNI, SPOT). These lights reuse the same set of cull plane data.
LightCullPlanes regular_cull_planes;
#ifdef LIGHT_CULLER_DEBUG_REGULAR_LIGHT
uint32_t regular_rejected_count = 0;
#endif
// The whole regular light can be out of range of the view frustum, in which case all casters should be culled.
bool out_of_range = false;
#ifdef RENDERING_LIGHT_CULLER_DEBUG_STRINGS
static String plane_bitfield_to_string(unsigned int BF);
// Names of the plane and point enums, useful for debugging.
static const char *string_planes[];
static const char *string_points[];
#endif
// Precalculated look up table.
static uint8_t LUT_entry_sizes[LUT_SIZE];
static uint8_t LUT_entries[LUT_SIZE][8];
bool caster_culling_active = true;
bool light_culling_active = true;
// Light culling is a basic on / off switch.
// Caster culling only works if light culling is also on.
bool is_active() const { return light_culling_active; }
// Ideally a frame counter, but for ease of implementation
// this is just incremented on each prepare_camera.
// used to turn on and off debugging features.
int debug_count = -1;
} data;
// This functionality is not required in general use (and is compiled out),
// as the lookup table can normally be hard coded
// (provided order of planes etc does not change).
// It is provided for debugging / future maintenance.
#ifdef RENDERING_LIGHT_CULLER_CALCULATE_LUT
void get_neighbouring_planes(PlaneOrder p_plane, PlaneOrder r_neigh_planes[4]) const;
void get_corners_of_planes(PlaneOrder p_plane_a, PlaneOrder p_plane_b, PointOrder r_points[2]) const;
void create_LUT();
void compact_LUT_entry(uint32_t p_entry_id);
void debug_print_LUT();
void debug_print_LUT_as_table();
void add_LUT(int p_plane_0, int p_plane_1, PointOrder p_pts[2]);
void add_LUT_entry(uint32_t p_entry_id, PointOrder p_pts[2]);
String debug_string_LUT_entry(const LocalVector<uint8_t> &p_entry, bool p_pair = false);
String string_LUT_entry(const LocalVector<uint8_t> &p_entry);
// Contains a list of points for each combination of plane facing directions.
LocalVector<uint8_t> _calculated_LUT[LUT_SIZE];
#endif
};
#endif // RENDERING_LIGHT_CULLER_H