Graphics: Rework shadowing (add cascaded shadow mapping)

- Add support for per-viewer shadows
- Add cascaded shadow mapping for directional lights (wip)
- Rework the way lights are sent to the shaders (they are now selected once per viewer)
- Fixes PointLight shadow mapping (using a dedicated pass)
- Lights out of frustum for every viewers are no longer processed (wip)
This commit is contained in:
SirLynix
2023-09-06 13:20:52 +02:00
committed by Jérôme Leclercq
parent a08850946a
commit 9aebb4f745
41 changed files with 1320 additions and 576 deletions

View File

@@ -3,33 +3,20 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/PointLight.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/PointLightShadowData.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Math/Vector4.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
float PointLight::ComputeContributionScore(const BoundingVolumef& boundingVolume) const
float PointLight::ComputeContributionScore(const Frustumf& viewerFrustum) const
{
// TODO: take luminosity/radius into account
return Vector3f::SquaredDistance(m_position, boundingVolume.aabb.GetCenter());
return viewerFrustum.GetPlane(FrustumPlane::Near).SignedDistance(m_position);
}
void PointLight::FillLightData(void* data) const
bool PointLight::FrustumCull(const Frustumf& viewerFrustum) const
{
auto lightOffset = PredefinedLightData::GetOffsets();
AccessByOffset<UInt32&>(data, lightOffset.lightMemberOffsets.type) = UnderlyingCast(BasicLightType::Point);
AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r, m_color.g, m_color.b, m_color.a);
AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.factor) = Vector2f(m_ambientFactor, m_diffuseFactor);
AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_position.x, m_position.y, m_position.z, 0.f);
AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter2) = Vector4f(m_radius, m_invRadius, 0.f, 0.f);
AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.shadowMapSize) = (IsShadowCaster()) ? Vector2f(1.f / GetShadowMapSize()) : Vector2f(-1.f, -1.f);
return viewerFrustum.Intersect(Spheref(m_position, m_radius)) != IntersectionSide::Outside;
}
std::unique_ptr<LightShadowData> PointLight::InstanciateShadowData(FramePipeline& pipeline, ElementRendererRegistry& elementRegistry) const