Plan bounded sun and local shadows from source casters

This commit is contained in:
Emil
2026-09-24 02:26:53 +03:00
parent cfcfdab949
commit 36a44e14ca
7 changed files with 720 additions and 22 deletions
+76
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@@ -0,0 +1,76 @@
#pragma once
#include <faset/render/visibility.hpp>
#include <cstddef>
#include <cstdint>
#include <span>
#include <string>
#include <vector>
namespace faset::render {
enum class ShadowDropReason { None, Unavailable, TileBudget, CasterBudget };
enum class ShadowRedrawReason { EveryFrame };
struct ShadowBudget {
std::uint32_t max_sun_views{4};
std::uint32_t max_local_faces{16};
std::uint32_t max_caster_draws{4096};
std::uint32_t max_local_lights{128};
std::uint32_t sun_atlas_size{2048};
std::uint32_t local_atlas_size{2048};
float max_shadow_distance{80};
bool sun_atlas_available{true};
bool local_atlas_available{true};
};
struct ShadowCasterBounds {
Bounds world;
std::uint32_t draw_index{}; // Index of the original source LOD-0 DrawItem.
};
struct ShadowView {
enum class Kind { Sun, Spot, Point };
Kind kind{Kind::Sun};
std::string light_id;
std::uint32_t face_index{};
std::uint32_t tile_index{};
std::uint32_t tile_origin_x{}, tile_origin_y{}, tile_size{}, usable_size{};
Mat4 view_projection{identity};
std::array<float, 4> atlas_scale_offset{};
std::array<float, 4> guarded_clamp{};
float split_near{}, split_far{};
float snapped_center_x{}, snapped_center_y{};
std::vector<std::uint32_t> caster_indices;
bool valid{};
ShadowDropReason reason{ShadowDropReason::None};
ShadowRedrawReason redraw_reason{ShadowRedrawReason::EveryFrame};
};
struct LocalShadowAssignment {
std::size_t source_index{};
std::uint32_t first_view{};
std::uint32_t face_count{};
bool valid{};
ShadowDropReason reason{ShadowDropReason::None};
};
struct ShadowPlan {
std::vector<ShadowView> sun_views; // Requested slots, including explicitly invalid ones.
std::vector<ShadowView> local_views; // Only complete, valid spot/point allocations.
std::vector<std::size_t> submitted_local_indices; // Priority/influence/stable-ID order.
std::vector<LocalShadowAssignment> local_assignments;
std::uint32_t requested_sun_cascades{}, effective_sun_cascades{};
std::uint32_t local_faces_requested{}, local_faces_used{};
std::uint32_t dropped_sun_views{}, dropped_local_faces{}, dropped_point_faces{};
std::uint32_t omitted_local_lights{}, caster_draws{};
std::uint32_t sun_atlas_size{}, local_atlas_size{};
};
// Stateless: every scheduled tile is cleared/redrawn; no prior-frame depth or
// ownership is reused. Shadow casters are source LOD-0 world bounds, independent
// of the camera/P2 visibility decision. This function performs no Vulkan work.
ShadowPlan build_shadow_plan(const Snapshot& frame,
std::span<const ShadowCasterBounds> casters,
const ShadowBudget& budget = {});
} // namespace faset::render
+1
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@@ -183,6 +183,7 @@ struct FrameStats {
std::uint64_t gpu_allocated_bytes{};
std::uint32_t texture_count{};
std::uint32_t vertices{}, draw_calls{}, culled_meshes{}, validation_errors{};
std::uint32_t submitted_local_lights{}, omitted_local_lights{};
bool gpu_visibility_active{}, hzb_valid{};
// Requested and actual paths for the last frame; actual may be less capable.
VisibilityMode requested_visibility_mode{VisibilityMode::Direct};