Render stable cascaded sun shadows into a bounded atlas
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#include <faset/render/renderer.hpp>
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <iostream>
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#include <stdexcept>
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#include <string>
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#include <vector>
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using namespace faset::render;
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namespace {
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void require(bool condition, const std::string& message) {
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if (!condition)
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throw std::runtime_error(message);
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}
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struct Frame {
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std::vector<std::uint8_t> pixels;
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FrameStats stats;
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};
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Frame capture(Renderer& renderer, const Snapshot& scene) {
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renderer.render(scene);
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return {renderer.pixels(), renderer.stats()};
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}
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Renderer make_renderer(VisibilityMode mode) {
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RendererConfig config;
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config.width = 320;
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config.height = 240;
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config.headless = true;
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config.validation = true;
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config.visibility_mode = mode;
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config.visibility_diagnostics = true;
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return Renderer(config);
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}
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void compare_frames(const Frame& direct, const Frame& gpu) {
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require(direct.pixels.size() == gpu.pixels.size(), "Lighting image dimensions match");
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std::uint64_t error{};
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std::size_t bad{};
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for (std::size_t i = 0; i < direct.pixels.size(); i += 4) {
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int worst{};
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for (int channel = 0; channel < 3; ++channel) {
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const int difference = std::abs(int(direct.pixels[i + channel]) -
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int(gpu.pixels[i + channel]));
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error += difference;
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worst = std::max(worst, difference);
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}
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bad += worst > 16;
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}
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const auto count = direct.pixels.size() / 4;
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require(bad <= std::max<std::size_t>(24, count / 200) &&
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double(error) / double(count * 3) <= 2.0,
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"Direct and GPU sun lighting images agree (bad=" + std::to_string(bad) +
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", mean=" + std::to_string(double(error) / double(count * 3)) + ")");
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}
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Snapshot scene(bool caster) {
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Snapshot result;
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result.view_id = "p3-offscreen-sun";
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result.eye = {0, 5, 8};
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const auto view = look_at(result.eye, {0, -1, 0});
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const auto projection = orthographic(-2.5f, 2.5f, -2, 2, .1f, 50);
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result.projection = projection;
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result.view_projection = multiply(projection, view);
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result.camera_frustum = CameraFrustum{view, projection, .1f, 50.f, false};
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DrawItem receiver;
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receiver.mesh = cube_mesh();
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receiver.model = transform({0, -1, 0}, {}, {8, .1f, 8});
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receiver.color = {.8f, .8f, .8f, 1};
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receiver.instance_key = "receiver";
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result.draws.push_back(receiver);
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if (caster) {
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DrawItem shadow_caster;
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shadow_caster.mesh = cube_mesh();
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shadow_caster.model = transform({3, 1, 0}, {}, {.8f, .8f, .8f});
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shadow_caster.color = {.2f, .2f, .8f, 1};
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shadow_caster.instance_key = "offscreen-caster";
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result.draws.push_back(shadow_caster);
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}
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return result;
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}
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void sun() {
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auto direct = make_renderer(VisibilityMode::Direct);
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auto gpu = make_renderer(VisibilityMode::GpuFrustum);
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auto occlusion = make_renderer(VisibilityMode::GpuOcclusion);
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auto with_caster = scene(true);
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const auto direct_frame = capture(direct, with_caster);
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const auto gpu_frame = capture(gpu, with_caster);
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const auto occlusion_frame = capture(occlusion, with_caster);
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require(direct_frame.stats.effective_sun_cascades == 4 &&
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gpu_frame.stats.effective_sun_cascades == 4 &&
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occlusion_frame.stats.effective_sun_cascades == 4,
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"Explicit 3D camera renders four sun cascades on every graphics path");
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require(direct_frame.stats.requested_sun_cascades == 4 &&
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direct_frame.stats.sun_shadow_caster_draws > 0 &&
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direct_frame.stats.sun_shadow_caster_draws <= 4096 &&
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direct_frame.stats.sun_shadow_atlas_bytes > 0 &&
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direct_frame.stats.gpu_sun_shadow_ms > 0,
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"Sun cascade stats describe bounded actual raster work and GPU time");
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require(gpu_frame.stats.gpu_frustum_rejected > 0,
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"Offscreen caster fixture is outside GPU camera frustum");
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require(direct_frame.stats.validation_errors == 0 &&
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gpu_frame.stats.validation_errors == 0 &&
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occlusion_frame.stats.validation_errors == 0,
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"Sun atlas rendering reports no Vulkan validation errors");
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compare_frames(direct_frame, gpu_frame);
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compare_frames(direct_frame, occlusion_frame);
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auto without = scene(false);
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const auto no_caster = capture(direct, without);
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std::size_t darkened{};
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for (std::size_t i = 0; i < direct_frame.pixels.size(); i += 4)
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darkened += int(no_caster.pixels[i]) > int(direct_frame.pixels[i]) + 12;
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require(darkened > 20,
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"Offscreen source-LOD0 caster darkens visible receiver (count=" +
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std::to_string(darkened) + ")");
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auto coarser = with_caster;
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auto degenerate_lod = std::make_shared<Mesh>(*cube_mesh());
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for (auto& vertex : degenerate_lod->vertices)
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vertex.position = {0, 0, 0};
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coarser.draws.back().lod_meshes.push_back(degenerate_lod);
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const auto source_lod_shadow = capture(gpu, coarser);
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std::size_t lod_darkened{};
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for (std::size_t i = 0; i < source_lod_shadow.pixels.size(); i += 4)
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lod_darkened += int(no_caster.pixels[i]) >
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int(source_lod_shadow.pixels[i]) + 12;
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require(source_lod_shadow.stats.lod_counts[1] > 0 && lod_darkened > 20,
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"Shadow raster uses source LOD0 even when camera chooses a coarse LOD");
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auto no_shadow = with_caster;
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no_shadow.authored_lights_present = true;
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no_shadow.sun = SunLight{"sun", no_shadow.light_direction, {1, 1, 1, 1}, 1, false};
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const auto disabled = capture(direct, no_shadow);
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require(disabled.stats.effective_sun_cascades == 0,
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"Disabled sun shadow does no shadow raster work");
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require(disabled.stats.sun_shadow_caster_draws == 0 &&
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disabled.stats.gpu_sun_shadow_ms == 0,
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"Disabled sun does not draw a hidden legacy shadow pass");
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auto legacy = with_caster;
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legacy.camera_frustum.reset();
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const auto fallback = capture(direct, legacy);
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require(fallback.stats.effective_sun_cascades == 1,
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"Low-level snapshot without explicit camera retains one reported shadow view");
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Snapshot sprite_only;
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sprite_only.sprites.push_back({{0, 0, 0}, {1, 1}});
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const auto two_d = capture(direct, sprite_only);
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require(two_d.stats.effective_sun_cascades == 0,
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"Sprite-only scene skips the sun atlas raster");
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require(two_d.stats.sun_shadow_caster_draws == 0 &&
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two_d.stats.gpu_sun_shadow_ms == 0,
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"Sprite-only rendering spends no sun shadow GPU work");
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}
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} // namespace
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int main(int argc, char** argv) {
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try {
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if (argc != 2 || std::string(argv[1]) != "--sun")
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throw std::invalid_argument("Expected --sun");
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sun();
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std::cout << "Sun cascade atlas and Direct/GPU lighting parity passed\n";
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} catch (const std::exception& error) {
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std::cerr << error.what() << '\n';
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return 1;
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}
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}
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