Plan bounded sun and local shadows from source casters
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@@ -0,0 +1,76 @@
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#pragma once
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#include <faset/render/visibility.hpp>
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#include <cstddef>
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#include <cstdint>
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#include <span>
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#include <string>
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#include <vector>
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namespace faset::render {
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enum class ShadowDropReason { None, Unavailable, TileBudget, CasterBudget };
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enum class ShadowRedrawReason { EveryFrame };
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struct ShadowBudget {
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std::uint32_t max_sun_views{4};
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std::uint32_t max_local_faces{16};
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std::uint32_t max_caster_draws{4096};
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std::uint32_t max_local_lights{128};
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std::uint32_t sun_atlas_size{2048};
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std::uint32_t local_atlas_size{2048};
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float max_shadow_distance{80};
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bool sun_atlas_available{true};
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bool local_atlas_available{true};
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};
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struct ShadowCasterBounds {
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Bounds world;
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std::uint32_t draw_index{}; // Index of the original source LOD-0 DrawItem.
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};
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struct ShadowView {
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enum class Kind { Sun, Spot, Point };
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Kind kind{Kind::Sun};
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std::string light_id;
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std::uint32_t face_index{};
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std::uint32_t tile_index{};
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std::uint32_t tile_origin_x{}, tile_origin_y{}, tile_size{}, usable_size{};
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Mat4 view_projection{identity};
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std::array<float, 4> atlas_scale_offset{};
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std::array<float, 4> guarded_clamp{};
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float split_near{}, split_far{};
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float snapped_center_x{}, snapped_center_y{};
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std::vector<std::uint32_t> caster_indices;
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bool valid{};
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ShadowDropReason reason{ShadowDropReason::None};
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ShadowRedrawReason redraw_reason{ShadowRedrawReason::EveryFrame};
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};
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struct LocalShadowAssignment {
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std::size_t source_index{};
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std::uint32_t first_view{};
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std::uint32_t face_count{};
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bool valid{};
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ShadowDropReason reason{ShadowDropReason::None};
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};
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struct ShadowPlan {
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std::vector<ShadowView> sun_views; // Requested slots, including explicitly invalid ones.
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std::vector<ShadowView> local_views; // Only complete, valid spot/point allocations.
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std::vector<std::size_t> submitted_local_indices; // Priority/influence/stable-ID order.
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std::vector<LocalShadowAssignment> local_assignments;
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std::uint32_t requested_sun_cascades{}, effective_sun_cascades{};
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std::uint32_t local_faces_requested{}, local_faces_used{};
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std::uint32_t dropped_sun_views{}, dropped_local_faces{}, dropped_point_faces{};
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std::uint32_t omitted_local_lights{}, caster_draws{};
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std::uint32_t sun_atlas_size{}, local_atlas_size{};
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};
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// Stateless: every scheduled tile is cleared/redrawn; no prior-frame depth or
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// ownership is reused. Shadow casters are source LOD-0 world bounds, independent
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// of the camera/P2 visibility decision. This function performs no Vulkan work.
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ShadowPlan build_shadow_plan(const Snapshot& frame,
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std::span<const ShadowCasterBounds> casters,
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const ShadowBudget& budget = {});
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} // namespace faset::render
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@@ -183,6 +183,7 @@ struct FrameStats {
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std::uint64_t gpu_allocated_bytes{};
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std::uint32_t texture_count{};
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std::uint32_t vertices{}, draw_calls{}, culled_meshes{}, validation_errors{};
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std::uint32_t submitted_local_lights{}, omitted_local_lights{};
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bool gpu_visibility_active{}, hzb_valid{};
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// Requested and actual paths for the last frame; actual may be less capable.
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VisibilityMode requested_visibility_mode{VisibilityMode::Direct};
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