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3
Commits
feat/p1-p3
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36a44e14ca
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36a44e14ca | ||
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cfcfdab949 | ||
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674e3e812b |
@@ -40,13 +40,17 @@ add_custom_command(OUTPUT "${FASET_SHADER_DIRECTORY}/compatibility.spv"
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-o "${FASET_SHADER_DIRECTORY}/compatibility.spv"
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DEPENDS "${PROJECT_SOURCE_DIR}/shaders/compatibility.hlsl" VERBATIM)
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add_custom_target(faset_shaders DEPENDS ${FASET_SHADER_OUTPUTS} "${FASET_SHADER_DIRECTORY}/compatibility.spv")
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add_library(faset_render "${PROJECT_SOURCE_DIR}/src/render/renderer.cpp" "${PROJECT_SOURCE_DIR}/src/render/math.cpp" "${PROJECT_SOURCE_DIR}/src/render/render_graph.cpp" "${PROJECT_SOURCE_DIR}/src/render/shader_contract.cpp")
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add_library(faset_render "${PROJECT_SOURCE_DIR}/src/render/renderer.cpp" "${PROJECT_SOURCE_DIR}/src/render/math.cpp" "${PROJECT_SOURCE_DIR}/src/render/render_graph.cpp" "${PROJECT_SOURCE_DIR}/src/render/shader_contract.cpp" "${PROJECT_SOURCE_DIR}/src/render/lighting.cpp")
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target_include_directories(faset_render PUBLIC "${PROJECT_SOURCE_DIR}/include")
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target_compile_features(faset_render PUBLIC cxx_std_20)
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target_link_libraries(faset_render PRIVATE Vulkan::Vulkan SDL3::SDL3 faset_core)
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target_compile_definitions(faset_render PRIVATE FASET_SHADER_DIRECTORY="${FASET_SHADER_DIRECTORY}")
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add_dependencies(faset_render faset_shaders)
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if(BUILD_TESTING)
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add_executable(faset_render_lighting_policy_tests "${PROJECT_SOURCE_DIR}/tests/render_lighting_policy_tests.cpp")
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target_link_libraries(faset_render_lighting_policy_tests PRIVATE faset_render)
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add_test(NAME render_lighting_policy COMMAND faset_render_lighting_policy_tests)
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set_tests_properties(render_lighting_policy PROPERTIES LABELS "p3")
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add_executable(faset_render_tests "${PROJECT_SOURCE_DIR}/tests/render_tests.cpp")
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target_link_libraries(faset_render_tests PRIVATE faset_render SDL3::SDL3)
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add_test(NAME render_graph COMMAND faset_render_tests --unit)
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@@ -0,0 +1,92 @@
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# Add lights to a 3D scene
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Add a **Light** component to a scene entity. The entity's transform places a point
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or spot light; its rotation aims a spot light along local negative Z. A directional
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light uses the entity's orientation. Light colors and intensity contribute to the
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mesh's linear PBR illumination before tone mapping. Sprites and UI retain their
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unlit tint.
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The version-1 `faset.light` component has three `kind` values:
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| Kind | Position and direction | Useful fields |
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| --- | --- | --- |
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| `directional` | Direction from the entity transform | `color`, `intensity`, `casts_shadow` |
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| `point` | Position from the entity transform; illuminates every direction | `color`, `intensity`, `range` |
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| `spot` | Position and local negative-Z direction | `color`, `intensity`, `range`, `inner_angle`, `outer_angle` |
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Angles are radians. A spot's inner angle must not exceed its outer angle. Intensity
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must be nonnegative and range positive. `enabled: false` keeps the component in the
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scene without contributing light. The `shadow_priority` integer is reserved for the
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bounded local-shadow scheduler; it does not change brightness.
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In the current rendering checkpoint, one enabled directional light can cast the
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existing single-map shadow. Point and spot lights illuminate meshes but do not yet
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cast shadows. The [P3 lighting plan](https://github.com/emil28092005/Faset_Engine/blob/main/docs/superpowers/plans/2026-09-24-p3-lighting.md)
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tracks cascades and the bounded local-shadow atlas. A scene with no Light component
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keeps the legacy white sun so older projects retain their appearance. Adding any
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Light component, even a disabled one, turns off that compatibility fallback. If
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several directionals are enabled, Faset chooses the one with the smallest stable
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entity ID and reports a diagnostic for the others.
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## Author a point light through MCP
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Use `faset_schema` to inspect the current field IDs, then send a `faset_scene_edit`
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batch with the document ID, current revision, and target entity ID. For example:
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```json
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{
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"document": "REPLACE_WITH_DOCUMENT_ID",
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"revision": 4,
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"idempotency_key": "add-red-point-light",
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"operations": [{
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"op": "component.add",
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"entity": "REPLACE_WITH_ENTITY_ID",
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"type": "faset.light",
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"fields": {
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"kind": "point",
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"color": [1, 0.15, 0.1, 1],
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"intensity": 8,
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"range": 6
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}
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}]
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}
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```
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Move the entity with its Transform component. `component.add` fills any omitted
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light fields from the version-1 schema; use `component.set` for later edits. See
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[MCP and command line](mcp.md) for revision and retry handling.
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## Supply lights directly from C++
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When building a `faset::render::Snapshot` yourself, set
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`authored_lights_present` to suppress the compatibility sun in a local-only scene.
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Provide a stable ID for each light so future shadow scheduling remains independent
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of submission order.
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```cpp
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faset::render::Snapshot snapshot;
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snapshot.authored_lights_present = true;
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faset::render::LocalLight point;
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point.kind = faset::render::LocalLight::Kind::Point;
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point.stable_id = "level/torch";
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point.position = {-2, 1.5f, 0};
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point.color = {1, 0.3f, 0.1f, 1};
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point.intensity = 8;
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point.range = 6;
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snapshot.local_lights.push_back(point);
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faset::render::LocalLight spot;
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spot.kind = faset::render::LocalLight::Kind::Spot;
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spot.stable_id = "level/lamp";
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spot.position = {2, 3, 0};
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spot.direction = {0, -1, 0};
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spot.inner_angle = 0.25f;
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spot.outer_angle = 0.55f;
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spot.intensity = 5;
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spot.range = 9;
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snapshot.local_lights.push_back(spot);
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```
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The renderer submits at most 128 local lights per frame in stable-ID order. Later
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P3 work adds explicit overflow diagnostics and measured light-list optimization.
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@@ -42,9 +42,9 @@ Tasks 1–3 define the shared interfaces. Integrate Task 2's descriptor ABI befo
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**Files:** Modify `include/faset/render/renderer.hpp`, `src/authoring/schema.cpp`, `src/player/SceneView.cpp`, `tests/authoring_tests.cpp`, `tests/runtime_player_tests.cpp`, and relevant Manual authoring examples.
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**Interfaces:** Introduce `SunLight { stable_id, direction, color, intensity, casts_shadow }`, `LocalLight { Kind::Point|Spot, stable_id, position, direction, color, intensity, range, inner_angle, outer_angle, casts_shadow, shadow_priority }`, and `CameraFrustum { view, projection, near_plane, far_plane, perspective }`. Add `std::optional<SunLight> Snapshot::sun`, `std::vector<LocalLight> Snapshot::local_lights`, and `std::optional<CameraFrustum> Snapshot::camera_frustum` after existing aggregate fields; retain `Snapshot::light_direction`. `SceneView::build` fills camera data for 3D scenes and picks the first enabled directional by stable ID.
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**Interfaces:** Introduce `SunLight { stable_id, direction, color, intensity, casts_shadow }`, `LocalLight { Kind::Point|Spot, stable_id, position, direction, color, intensity, range, inner_angle, outer_angle, casts_shadow, shadow_priority }`, and `CameraFrustum { view, projection, near_plane, far_plane, perspective }`. Add `std::optional<SunLight> Snapshot::sun`, `std::vector<LocalLight> Snapshot::local_lights`, `bool Snapshot::authored_lights_present` (default false), and `std::optional<CameraFrustum> Snapshot::camera_frustum` after existing aggregate fields; retain `Snapshot::light_direction`. `SceneView::build` fills camera data for 3D scenes, sets authored-light presence even for disabled/future-version light components, and picks the first enabled directional by stable ID. A legacy sun is synthesized only when both sun and authored-light presence are absent.
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- [ ] **Step 1: Write failing schema/extraction tests.** Construct a version-1 scene with directional, point, and spot entities in one order and reversed order. Assert all local IDs/properties agree; authored sun color/intensity are preserved; no-light scene retains the default legacy sun; extra directionals emit a diagnostic; invalid `range <= 0`, `inner_angle > outer_angle`, nonfinite color/transform, and unknown kind identify the entity/field. An essential assertion is:
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- [ ] **Step 1: Write failing schema/extraction tests.** Construct a version-1 scene with directional, point, and spot entities in one order and reversed order. Assert all local IDs/properties agree; authored sun color/intensity are preserved; a no-light scene has `authored_lights_present == false` and retains the default legacy sun, while a local-only or explicitly disabled-sun scene has the flag true and no sun. Extra directionals emit a diagnostic; invalid `range <= 0`, `inner_angle > outer_angle`, nonfinite color/transform, and unknown kind identify the entity/field. An essential assertion is:
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```cpp
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auto a = view.build(scene_with_three_lights(), 16.f / 9.f);
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auto b = view.build(reordered_scene_with_three_lights(), 16.f / 9.f);
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@@ -54,14 +54,14 @@ Tasks 1–3 define the shared interfaces. Integrate Task 2's descriptor ABI befo
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"Light ordering follows stable IDs, not entity array order");
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```
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- [ ] **Step 2: Run the focused tests red.** Run `cmake --preset linux-debug` and `cmake --build --preset linux-debug --target faset_authoring_tests faset_player_tests --parallel 4`; missing typed fields should fail compilation. If compilation succeeds, `ctest --test-dir build/linux-debug --output-on-failure --no-tests=error -R '^(authoring|player_scene_contracts)$'` must fail on a new behavioral assertion. Record the expected failure rather than assuming the build itself must be red.
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- [ ] **Step 3: Add schema defaults and extraction.** Keep builtin version 1; use `fields.value` for additive fields, normalize directions after the world transform, validate finite/color/range/cone values, sort by stable ID, and preserve the legacy fallback. Set `camera_frustum` from the same unjittered view/projection used to form `view_projection`. Update direct C++ API examples to construct one point and one spot light.
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- [ ] **Step 3: Add schema defaults and extraction.** Keep builtin version 1; use `fields.value` for additive fields, normalize directions after the world transform, validate finite/color/range/cone values, sort by stable ID, and preserve the legacy fallback only when no authored light component exists. Set `camera_frustum` from the same unjittered view/projection used to form `view_projection`. Update direct C++ API examples to construct one point and one spot light.
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```cpp
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struct CameraFrustum {
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Mat4 view{identity}, projection{identity};
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float near_plane{0.1f}, far_plane{1000.f};
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bool perspective{true};
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};
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// Snapshot::light_direction remains available to callers without Snapshot::sun.
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// Snapshot::light_direction remains a fallback only if authored_lights_present is false.
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```
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- [ ] **Step 4: Run focused tests green.** `ctest --test-dir build/linux-debug --output-on-failure -R '^(authoring|player_scene_contracts)$'` passes, including old version-1 scenes and exported-scene decoding.
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- [ ] **Step 5: Commit** `Expose authored sun, point, and spot lights in render snapshots`.
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@@ -12,7 +12,7 @@ P3 supplies one sun plus point and spot lights, camera-fitted cascaded sun shado
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Keep `faset.light` at builtin schema version 1 and add optional fields with defaults: `kind` (`directional`, `point`, `spot`, default `directional`), `enabled` (true), `color` (white), `intensity` (1, nonnegative), `range` (10, positive, for local lights), `inner_angle` (0.35 radians), `outer_angle` (0.70 radians, strictly below π/2), `casts_shadow` (true), and `shadow_priority` (integer 0). Existing fields and component IDs remain valid. Cross-field validation requires `0 <= inner_angle <= outer_angle`; local range, color channels, intensity, transforms, and cone directions must be finite. Invalid authored values return a diagnostic with entity and field rather than nonfinite GPU data. Missing new fields use the schema defaults.
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`Snapshot` retains `light_direction` for existing direct-render clients. Add an optional `SunLight`, a vector of `LocalLight`, and an optional explicit `CameraFrustum` containing unjittered view/projection matrices, near/far distances, and projection kind. `SceneView` populates these from the authoring scene. Each light carries the stable entity/component identity, transformed position or normalized direction, color, intensity, range, cone angles, and shadow options. The first enabled directional light by stable ID is the sun; extra directionals produce a visible diagnostic until a later multi-sun design exists. If there is no authored directional light, the renderer synthesizes the legacy sun from `Snapshot::light_direction`. Local lights are ordered by stable ID to prevent reordering from changing atlas allocation or results. Point attenuation tends smoothly to zero at `range`; a spot multiplies it by a smooth inner-to-outer cone factor. The shader handles zero distance and invalid normals without NaN output.
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`Snapshot` retains `light_direction` for existing direct-render clients. Add an optional `SunLight`, a vector of `LocalLight`, an `authored_lights_present` flag (default false), and an optional explicit `CameraFrustum` containing unjittered view/projection matrices, near/far distances, and projection kind. `SceneView` populates these from the authoring scene and sets the flag if any authored light component exists, including a disabled or future-version component. Each light carries the stable entity/component identity, transformed position or normalized direction, color, intensity, range, cone angles, and shadow options. The first enabled directional light by stable ID is the sun; extra directionals produce a visible diagnostic until a later multi-sun design exists. The renderer synthesizes the legacy sun from `Snapshot::light_direction` only when `sun` is absent **and** `authored_lights_present` is false. Thus an old scene without light components keeps its previous appearance, while a local-only scene or explicitly disabled sun does not receive an unintended directional light. Low-level callers may set the flag to request a dark scene without authoring metadata. Local lights are ordered by stable ID to prevent reordering from changing atlas allocation or results. Point attenuation tends smoothly to zero at `range`; a spot multiplies it by a smooth inner-to-outer cone factor. The shader handles zero distance and invalid normals without NaN output.
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Explicit camera frustum data is required for four cascades. If a low-level caller supplies only the legacy `view_projection`, the renderer uses one bounded legacy-compatible sun shadow view and reports `effective_sun_cascades = 1`; it never silently claims CSM. 2D sprite-only snapshots do not incur shadow work. The future temporal stage may jitter the main raster projection, but the shadow planner consumes the unjittered `CameraFrustum` exclusively.
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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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@@ -80,6 +80,34 @@ struct Text {
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Color color{0.85f, 0.87f, 0.90f, 1};
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float size{14};
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};
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struct SunLight {
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std::string stable_id;
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Vec3 direction{-0.5f, -1, -0.3f};
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Color color{1, 1, 1, 1};
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float intensity{1};
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bool casts_shadow{true};
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};
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struct LocalLight {
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enum class Kind { Point, Spot };
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Kind kind{Kind::Point};
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std::string stable_id;
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Vec3 position{};
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Vec3 direction{0, 0, -1};
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Color color{1, 1, 1, 1};
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float intensity{1};
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float range{10};
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float inner_angle{0.35f};
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float outer_angle{0.7f};
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bool casts_shadow{true};
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int shadow_priority{};
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};
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struct CameraFrustum {
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Mat4 view{identity};
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Mat4 projection{identity};
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float near_plane{0.1f};
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float far_plane{1000};
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bool perspective{true};
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};
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struct Snapshot {
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// Optional scene viewport in drawable pixels (x, y, width, height); zero size uses the full
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// target.
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@@ -100,6 +128,12 @@ struct Snapshot {
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// Distinguishes temporal histories when one Renderer displays different views.
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std::string view_id{};
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bool camera_cut{};
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// Empty legacy scenes may use the renderer's compatibility sun. Any authored light
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// component, including an explicitly disabled or opaque future one, suppresses it.
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bool authored_lights_present{};
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std::optional<SunLight> sun{};
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std::vector<LocalLight> local_lights;
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std::optional<CameraFrustum> camera_frustum{};
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};
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enum class VisibilityMode { Direct, GpuFrustum, GpuOcclusion };
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// CPU-only validation used before publishing a game or creating Vulkan pipelines.
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@@ -149,6 +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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@@ -44,6 +44,7 @@ nav:
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- Editor workspace: editor/workspace.md
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- Scene templates: editor/templates.md
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- Assets and Blender: editor/assets.md
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- Lighting: editor/lighting.md
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- GPU visibility and mesh LOD: editor/visibility-lod.md
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- Build, Play, and export: editor/export.md
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- Profiling and measurements: editor/profiling.md
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+85
-19
@@ -24,6 +24,32 @@ struct FrameParameters {
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[[vk::binding(1,0)]] SamplerState shadowSampler;
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[[vk::binding(2,0)]] Texture2D<float4> colorMap;
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[[vk::binding(3,0)]] SamplerState colorSampler;
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// Shared Direct/P2 graphics ABI. The legacy material set remains set 0;
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||||
// GPU-only instance/visibility records occupy set 2.
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struct LightingHeader {
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uint4 counts; // local count, sun enabled, sun shadow enabled, view count
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float4 sunDirectionIntensity; // xyz world-space ray direction, w intensity
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||||
float4 sunColor;
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float4 cameraForwardShadowDistance;
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||||
float4 cascadeSplits;
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||||
};
|
||||
struct LocalLightGpu {
|
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float4 positionRange;
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||||
float4 directionCosOuter;
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||||
float4 colorIntensity;
|
||||
float4 coneTypeShadowView; // cos(inner), 0=point/1=spot, shadow view, flags
|
||||
float4 reserved;
|
||||
};
|
||||
struct ShadowViewGpu {
|
||||
column_major float4x4 viewProjection;
|
||||
float4 tileScaleOffset;
|
||||
float4 guardedClamp;
|
||||
float4 biasFlags;
|
||||
};
|
||||
[[vk::binding(0,1)]] StructuredBuffer<LightingHeader> lightingFrame;
|
||||
[[vk::binding(1,1)]] StructuredBuffer<LocalLightGpu> localLights;
|
||||
[[vk::binding(2,1)]] StructuredBuffer<ShadowViewGpu> shadowViews;
|
||||
[[vk::binding(3,1)]] Texture2D<float> localShadowAtlas;
|
||||
[shader("vertex")]
|
||||
VertexOutput vertexMain(VertexInput v) {
|
||||
VertexOutput o;
|
||||
@@ -32,6 +58,22 @@ VertexOutput vertexMain(VertexInput v) {
|
||||
}
|
||||
[shader("vertex")]
|
||||
float4 shadowMain(VertexInput v) : SV_Position { return mul(frame.lightViewProjection, float4(v.world,1)); }
|
||||
float3 directBRDF(float3 base, float rough, float metal, float3 n, float3 view, float3 l) {
|
||||
const float pi = 3.14159265;
|
||||
float nl = max(dot(n,l),0.0);
|
||||
if (nl <= 0.0) return float3(0);
|
||||
float3 halfVector = l + view;
|
||||
float halfLengthSquared = dot(halfVector, halfVector);
|
||||
float3 h = halfLengthSquared > 1e-8 ? halfVector * rsqrt(halfLengthSquared) : n;
|
||||
float nv=max(dot(n,view),0.001), nh=max(dot(n,h),0.0), vh=max(dot(view,h),0.0);
|
||||
float a=rough*rough, a2=a*a, denom=nh*nh*(a2-1.0)+1.0;
|
||||
float d=a2/(pi*denom*denom+0.0001);
|
||||
float k=(rough+1.0)*(rough+1.0)/8.0;
|
||||
float g=(nl/(nl*(1.0-k)+k))*(nv/(nv*(1.0-k)+k));
|
||||
float3 f0=lerp(float3(0.04),base,metal), fresnel=f0+(1.0-f0)*pow(1.0-vh,5.0);
|
||||
float3 spec=d*g*fresnel/max(4.0*nv*nl,0.001);
|
||||
return ((1.0-fresnel)*(1.0-metal)*base/pi+spec)*nl;
|
||||
}
|
||||
[shader("fragment")]
|
||||
float4 fragmentMain(VertexOutput v) : SV_Target {
|
||||
float4 sampled = colorMap.Sample(colorSampler, v.uv);
|
||||
@@ -41,28 +83,52 @@ float4 fragmentMain(VertexOutput v) : SV_Target {
|
||||
return v.color * sampled;
|
||||
}
|
||||
float4 base = v.color * sampled;
|
||||
const float pi = 3.14159265;
|
||||
float3 n=normalize(v.normal), l=normalize(-frame.lightDirection.xyz), view=normalize(frame.eye.xyz-v.world), h=normalize(l+view);
|
||||
float nl=max(dot(n,l),0.0), nv=max(dot(n,view),0.001), nh=max(dot(n,h),0.0), vh=max(dot(view,h),0.0);
|
||||
LightingHeader lighting = lightingFrame[0];
|
||||
float3 n=normalize(v.normal);
|
||||
float3 viewDelta=frame.eye.xyz-v.world;
|
||||
float viewLengthSquared=dot(viewDelta,viewDelta);
|
||||
float3 view=viewLengthSquared > 1e-8 ? viewDelta*rsqrt(viewLengthSquared) : n;
|
||||
float rough=clamp(v.material.x,0.08,1.0), metal=saturate(v.material.y);
|
||||
float a=rough*rough, a2=a*a, denom=nh*nh*(a2-1.0)+1.0;
|
||||
float d=a2/(pi*denom*denom+0.0001);
|
||||
float k=(rough+1.0)*(rough+1.0)/8.0;
|
||||
float g=(nl/(nl*(1.0-k)+k))*(nv/(nv*(1.0-k)+k));
|
||||
float3 f0=lerp(float3(0.04),base.rgb,metal), fresnel=f0+(1.0-f0)*pow(1.0-vh,5.0);
|
||||
float3 spec=d*g*fresnel/max(4.0*nv*nl,0.001);
|
||||
float4 lightClip=mul(frame.lightViewProjection,float4(v.world,1));
|
||||
float3 projected=lightClip.xyz/lightClip.w;
|
||||
float2 uv=projected.xy*.5+.5;
|
||||
float visibility=1.0;
|
||||
if(all(uv>=0.0)&&all(uv<=1.0)&&projected.z>=0.0&&projected.z<=1.0) {
|
||||
visibility=0.0;
|
||||
for(int y=-1;y<=1;++y) for(int x=-1;x<=1;++x) {
|
||||
float depth=shadowMap.SampleLevel(shadowSampler,uv+float2(x,y)/1024.0,0);
|
||||
visibility += projected.z-max(0.0008,0.003*(1.0-nl)) <= depth ? 1.0/9.0 : 0.0;
|
||||
float3 linear=base.rgb*.12;
|
||||
if (lighting.counts.y != 0 && lighting.sunDirectionIntensity.w > 0) {
|
||||
float3 l=normalize(-lighting.sunDirectionIntensity.xyz);
|
||||
float nl=max(dot(n,l),0.0);
|
||||
float visibility=1.0;
|
||||
if (lighting.counts.z != 0 && nl > 0) {
|
||||
float4 lightClip=mul(frame.lightViewProjection,float4(v.world,1));
|
||||
float3 projected=lightClip.xyz/lightClip.w;
|
||||
float2 uv=projected.xy*.5+.5;
|
||||
if(all(uv>=0.0)&&all(uv<=1.0)&&projected.z>=0.0&&projected.z<=1.0) {
|
||||
visibility=0.0;
|
||||
for(int y=-1;y<=1;++y) for(int x=-1;x<=1;++x) {
|
||||
float depth=shadowMap.SampleLevel(shadowSampler,uv+float2(x,y)/1024.0,0);
|
||||
visibility += projected.z-max(0.0008,0.003*(1.0-nl)) <= depth ? 1.0/9.0 : 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
linear += directBRDF(base.rgb, rough, metal, n, view, l) *
|
||||
lighting.sunColor.rgb * (lighting.sunDirectionIntensity.w * 3.0 * visibility);
|
||||
}
|
||||
for (uint i=0; i<lighting.counts.x; ++i) {
|
||||
LocalLightGpu light=localLights[i];
|
||||
float3 delta=light.positionRange.xyz-v.world;
|
||||
float distanceSquared=max(dot(delta,delta),1e-6);
|
||||
float distance=sqrt(distanceSquared);
|
||||
float range=max(light.positionRange.w,1e-4);
|
||||
if (distance >= range || light.colorIntensity.w <= 0) continue;
|
||||
float3 l=delta/distance;
|
||||
float relative=distance/range;
|
||||
float cutoff=1.0-relative*relative*relative*relative;
|
||||
float attenuation=cutoff*cutoff/(1.0+distanceSquared);
|
||||
if (light.coneTypeShadowView.y > 0.5) {
|
||||
float cosAngle=dot(-l,normalize(light.directionCosOuter.xyz));
|
||||
float denominator=max(light.coneTypeShadowView.x-light.directionCosOuter.w,1e-4);
|
||||
float cone=saturate((cosAngle-light.directionCosOuter.w)/denominator);
|
||||
attenuation *= cone*cone*(3.0-2.0*cone);
|
||||
}
|
||||
linear += directBRDF(base.rgb, rough, metal, n, view, l) *
|
||||
light.colorIntensity.rgb * (light.colorIntensity.w * attenuation);
|
||||
}
|
||||
float3 linear=base.rgb*.12 + ((1.0-fresnel)*(1.0-metal)*base.rgb/pi+spec)*nl*3.0*visibility;
|
||||
linear=linear/(1.0+linear);
|
||||
return float4(pow(max(linear,0),float3(1.0/2.2)),base.a);
|
||||
}
|
||||
|
||||
@@ -57,9 +57,9 @@ struct GpuFrameParameters {
|
||||
uint4 drawInfo; // x=visible ID range base; firstInstance is always zero
|
||||
};
|
||||
[[vk::push_constant]] ConstantBuffer<GpuFrameParameters> gpuFrame;
|
||||
[[vk::binding(0,1)]] StructuredBuffer<InstanceRecord> gfxInstances;
|
||||
[[vk::binding(1,1)]] StructuredBuffer<uint> gfxVisibleIds;
|
||||
[[vk::binding(2,1)]] StructuredBuffer<ViewRecord> gfxViews;
|
||||
[[vk::binding(0,2)]] StructuredBuffer<InstanceRecord> gfxInstances;
|
||||
[[vk::binding(1,2)]] StructuredBuffer<uint> gfxVisibleIds;
|
||||
[[vk::binding(2,2)]] StructuredBuffer<ViewRecord> gfxViews;
|
||||
|
||||
// All indirect commands use firstInstance=0. The raw Vulkan index avoids the
|
||||
// BaseInstance read that Slang adds for SV_InstanceID (DrawParameters feature).
|
||||
|
||||
@@ -156,6 +156,15 @@ void SchemaRegistry::validate_component(const Json& component) const {
|
||||
for (const auto& [id, value] : component["fields"].items())
|
||||
if (metadata["fields"].contains(id))
|
||||
validate_field(value, metadata["fields"][id]);
|
||||
if (type == "faset.light") {
|
||||
auto effective = default_fields(type);
|
||||
effective.update(component.at("fields"));
|
||||
if (effective.at("kind") == "spot")
|
||||
require(effective.at("inner_angle").get<double>() <=
|
||||
effective.at("outer_angle").get<double>(),
|
||||
"validation.light_cone",
|
||||
"Spotlight inner_angle must not exceed outer_angle");
|
||||
}
|
||||
}
|
||||
void SchemaRegistry::add_migration(const std::string& type, int from_version, Json rules) {
|
||||
require(contains(type) && from_version > 0 && from_version < schema(type).value("version", 1) &&
|
||||
@@ -252,9 +261,25 @@ SchemaRegistry builtin_schemas() {
|
||||
{{"fov", Json{{"type", "number"}, {"default", 60.0}, {"min", 1.0}, {"max", 179.0}}},
|
||||
{"near", Json{{"type", "number"}, {"default", 0.1}, {"min", 0.001}}},
|
||||
{"far", Json{{"type", "number"}, {"default", 1000.0}, {"min", 0.01}}}});
|
||||
add("faset.light", "Directional Light",
|
||||
{{"color", field("color", {1, 1, 1, 1})},
|
||||
{"intensity", Json{{"type", "number"}, {"default", 1.0}, {"min", 0.0}}}});
|
||||
add("faset.light", "Light",
|
||||
{{"kind", Json{{"type", "string"},
|
||||
{"default", "directional"},
|
||||
{"enum", {"directional", "point", "spot"}}}},
|
||||
{"enabled", field("boolean", true)},
|
||||
{"color", field("color", {1, 1, 1, 1})},
|
||||
{"intensity", Json{{"type", "number"}, {"default", 1.0}, {"min", 0.0}}},
|
||||
{"range", Json{{"type", "number"}, {"default", 10.0}, {"min", 0.001}}},
|
||||
{"inner_angle", Json{{"type", "number"},
|
||||
{"default", 0.35}, {"min", 0.0}, {"max", 1.55},
|
||||
{"unit", "radians"}}},
|
||||
{"outer_angle", Json{{"type", "number"},
|
||||
{"default", 0.7}, {"min", 0.001}, {"max", 1.55},
|
||||
{"unit", "radians"}}},
|
||||
{"casts_shadow", field("boolean", true)},
|
||||
{"shadow_priority", Json{{"type", "integer"},
|
||||
{"default", 0},
|
||||
{"min", std::numeric_limits<int>::min()},
|
||||
{"max", std::numeric_limits<int>::max()}}}});
|
||||
for (int dimension : {2, 3}) {
|
||||
Json vector = dimension == 2 ? Json{0, 0} : Json{0, 0, 0};
|
||||
Json extents = dimension == 2 ? Json{0.5, 0.5} : Json{0.5, 0.5, 0.5};
|
||||
|
||||
+129
-5
@@ -61,6 +61,16 @@ render::Vec3 direction(const render::Mat4& m, render::Vec3 p) {
|
||||
return {m[0] * p[0] + m[4] * p[1] + m[8] * p[2], m[1] * p[0] + m[5] * p[1] + m[9] * p[2],
|
||||
m[2] * p[0] + m[6] * p[1] + m[10] * p[2]};
|
||||
}
|
||||
render::Vec3 normalized(render::Vec3 value, const std::string& entityId,
|
||||
std::string_view field) {
|
||||
const auto length = std::hypot(value[0], value[1], value[2]);
|
||||
if (!std::isfinite(length) || length < 1e-6f)
|
||||
throw std::invalid_argument("Light on entity " + entityId + " has invalid " +
|
||||
std::string(field));
|
||||
for (auto& axis : value)
|
||||
axis /= length;
|
||||
return value;
|
||||
}
|
||||
std::pair<std::string, std::string> reference(const std::string& ref) {
|
||||
const auto hash = ref.find('#');
|
||||
return {ref.substr(0, hash), hash == std::string::npos ? std::string{} : ref.substr(hash + 1)};
|
||||
@@ -263,8 +273,12 @@ render::Snapshot SceneView::build(const Json& scene, float aspect, CameraSetting
|
||||
const auto id = entity.at("id").get<std::string>();
|
||||
if (!byId.emplace(id, &entity).second)
|
||||
throw std::invalid_argument("Duplicate scene ID");
|
||||
if (!entity.contains("components") && entity.contains("light"))
|
||||
out.authored_lights_present = true;
|
||||
for (const auto& component : entity.value("components", Json::array())) {
|
||||
const auto type = component.at("type").get<std::string>();
|
||||
if (type == "faset.light")
|
||||
out.authored_lights_present = true;
|
||||
if (component.value("version", 1) != 1 &&
|
||||
(type == "faset.transform" || type == "faset.sprite" || type == "faset.mesh" ||
|
||||
type == "faset.camera" || type == "faset.light"))
|
||||
@@ -301,8 +315,15 @@ render::Snapshot SceneView::build(const Json& scene, float aspect, CameraSetting
|
||||
render::Vec3 cameraUp{0, 1, 0};
|
||||
bool foundCamera = false;
|
||||
std::vector<std::pair<int, render::Sprite>> sprites;
|
||||
std::vector<render::SunLight> directionalLights;
|
||||
for (const auto& entity : entities) {
|
||||
const auto model = world(world, entity);
|
||||
const auto id = entity.at("id").get<std::string>();
|
||||
render::Mat4 model;
|
||||
try {
|
||||
model = world(world, entity);
|
||||
} catch (const std::exception& error) {
|
||||
throw std::invalid_argument("Entity " + id + " transform: " + error.what());
|
||||
}
|
||||
if (auto fields = properties(entity, "camera");
|
||||
!fields.is_null() && !camera.overrideSceneCamera && !foundCamera) {
|
||||
camera.eye = point(model, {0, 0, 0});
|
||||
@@ -314,8 +335,97 @@ render::Snapshot SceneView::build(const Json& scene, float aspect, CameraSetting
|
||||
foundCamera = true;
|
||||
camera_id = entity.at("id").get<std::string>();
|
||||
}
|
||||
if (auto fields = properties(entity, "light"); !fields.is_null())
|
||||
out.light_direction = direction(model, {-0.5f, -1, -0.3f});
|
||||
if (auto fields = properties(entity, "light"); !fields.is_null()) {
|
||||
auto invalid = [&](std::string_view field) -> void {
|
||||
throw std::invalid_argument("Light on entity " + id + " has invalid " +
|
||||
std::string(field));
|
||||
};
|
||||
for (const auto entry : model)
|
||||
if (!std::isfinite(entry))
|
||||
invalid("transform");
|
||||
auto number = [&](const char* field, float fallback) {
|
||||
if (!fields.contains(field))
|
||||
return fallback;
|
||||
const auto& value = fields.at(field);
|
||||
if (!value.is_number())
|
||||
invalid(field);
|
||||
const auto decimal = value.get<double>();
|
||||
if (!std::isfinite(decimal) ||
|
||||
std::abs(decimal) > std::numeric_limits<float>::max())
|
||||
invalid(field);
|
||||
return static_cast<float>(decimal);
|
||||
};
|
||||
auto boolean = [&](const char* field, bool fallback) {
|
||||
if (!fields.contains(field))
|
||||
return fallback;
|
||||
if (!fields.at(field).is_boolean())
|
||||
invalid(field);
|
||||
return fields.at(field).get<bool>();
|
||||
};
|
||||
const auto enabled = boolean("enabled", true);
|
||||
if (enabled) {
|
||||
if (fields.contains("kind") && !fields.at("kind").is_string())
|
||||
invalid("kind");
|
||||
const auto kind = fields.value("kind", std::string("directional"));
|
||||
if (kind != "directional" && kind != "point" && kind != "spot")
|
||||
invalid("kind");
|
||||
render::Color color;
|
||||
try {
|
||||
color = vec<4>(fields, "color", {1, 1, 1, 1});
|
||||
} catch (const std::exception&) {
|
||||
invalid("color");
|
||||
}
|
||||
for (const auto channel : color)
|
||||
if (channel < 0)
|
||||
invalid("color");
|
||||
const auto intensity = number("intensity", 1);
|
||||
if (intensity < 0)
|
||||
invalid("intensity");
|
||||
const auto castsShadow = boolean("casts_shadow", true);
|
||||
const auto stableId = id;
|
||||
if (kind == "directional") {
|
||||
directionalLights.push_back({stableId,
|
||||
normalized(direction(model, {-0.5f, -1, -0.3f}), id,
|
||||
"direction"),
|
||||
color, intensity, castsShadow});
|
||||
} else {
|
||||
render::LocalLight local;
|
||||
local.kind = kind == "point" ? render::LocalLight::Kind::Point
|
||||
: render::LocalLight::Kind::Spot;
|
||||
local.stable_id = stableId;
|
||||
local.position = point(model, {0, 0, 0});
|
||||
for (const auto coordinate : local.position)
|
||||
if (!std::isfinite(coordinate))
|
||||
invalid("position");
|
||||
if (local.kind == render::LocalLight::Kind::Spot)
|
||||
local.direction = normalized(direction(model, {0, 0, -1}), id,
|
||||
"direction");
|
||||
local.color = color;
|
||||
local.intensity = intensity;
|
||||
local.range = number("range", 10);
|
||||
if (local.range <= 0)
|
||||
invalid("range");
|
||||
local.inner_angle = number("inner_angle", 0.35f);
|
||||
local.outer_angle = number("outer_angle", 0.7f);
|
||||
if (local.kind == render::LocalLight::Kind::Spot &&
|
||||
(local.inner_angle < 0 || local.inner_angle > local.outer_angle ||
|
||||
local.outer_angle <= 0 ||
|
||||
local.outer_angle >= std::numbers::pi_v<float> / 2))
|
||||
invalid("inner_angle/outer_angle");
|
||||
local.casts_shadow = castsShadow;
|
||||
if (fields.contains("shadow_priority")) {
|
||||
if (!fields.at("shadow_priority").is_number_integer())
|
||||
invalid("shadow_priority");
|
||||
const auto priority = fields.at("shadow_priority").get<double>();
|
||||
if (priority < std::numeric_limits<int>::min() ||
|
||||
priority > std::numeric_limits<int>::max())
|
||||
invalid("shadow_priority");
|
||||
local.shadow_priority = fields.at("shadow_priority").get<int>();
|
||||
}
|
||||
out.local_lights.push_back(std::move(local));
|
||||
}
|
||||
}
|
||||
}
|
||||
if (auto fields = properties(entity, "sprite"); !fields.is_null()) {
|
||||
render::Sprite sprite;
|
||||
sprite.layer = fields.value("layer", 0);
|
||||
@@ -372,6 +482,18 @@ render::Snapshot SceneView::build(const Json& scene, float aspect, CameraSetting
|
||||
[](const auto& a, const auto& b) { return a.first < b.first; });
|
||||
for (auto& pair : sprites)
|
||||
out.sprites.push_back(std::move(pair.second));
|
||||
std::sort(directionalLights.begin(), directionalLights.end(),
|
||||
[](const auto& a, const auto& b) { return a.stable_id < b.stable_id; });
|
||||
std::sort(out.local_lights.begin(), out.local_lights.end(),
|
||||
[](const auto& a, const auto& b) { return a.stable_id < b.stable_id; });
|
||||
if (!directionalLights.empty()) {
|
||||
out.sun = directionalLights.front();
|
||||
out.light_direction = out.sun->direction;
|
||||
if (directionalLights.size() > 1)
|
||||
impl_->messages.push_back("warning: multiple enabled directional lights; using " +
|
||||
out.sun->stable_id + " and ignoring " +
|
||||
std::to_string(directionalLights.size() - 1) + " others");
|
||||
}
|
||||
if (dimension == 2) {
|
||||
const float height = camera.orthographicHeight;
|
||||
if (!std::isfinite(height) || height <= 0)
|
||||
@@ -408,8 +530,10 @@ render::Snapshot SceneView::build(const Json& scene, float aspect, CameraSetting
|
||||
out.projection = render::perspective(
|
||||
camera.verticalFovDegrees * std::numbers::pi_v<float> / 180, aspect,
|
||||
camera.nearPlane, camera.farPlane);
|
||||
out.view_projection = render::multiply(
|
||||
out.projection, render::look_at(camera.eye, camera.target, cameraUp));
|
||||
const auto view = render::look_at(camera.eye, camera.target, cameraUp);
|
||||
out.view_projection = render::multiply(out.projection, view);
|
||||
out.camera_frustum = render::CameraFrustum{view, out.projection, camera.nearPlane,
|
||||
camera.farPlane, true};
|
||||
}
|
||||
std::sort(impl_->messages.begin(), impl_->messages.end());
|
||||
impl_->messages.erase(std::unique(impl_->messages.begin(), impl_->messages.end()),
|
||||
|
||||
@@ -0,0 +1,392 @@
|
||||
#include <faset/render/lighting.hpp>
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <limits>
|
||||
#include <numbers>
|
||||
#include <stdexcept>
|
||||
#include <unordered_set>
|
||||
|
||||
namespace faset::render {
|
||||
namespace {
|
||||
Vec3 add(Vec3 a, Vec3 b) { return {a[0] + b[0], a[1] + b[1], a[2] + b[2]}; }
|
||||
Vec3 subtract(Vec3 a, Vec3 b) { return {a[0] - b[0], a[1] - b[1], a[2] - b[2]}; }
|
||||
Vec3 scale(Vec3 a, float factor) { return {a[0] * factor, a[1] * factor, a[2] * factor}; }
|
||||
float dot(Vec3 a, Vec3 b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
|
||||
float length(Vec3 a) { return std::sqrt(dot(a, a)); }
|
||||
Vec3 unit(Vec3 a) {
|
||||
const float magnitude = length(a);
|
||||
if (!std::isfinite(magnitude) || magnitude < 1e-6f)
|
||||
throw std::invalid_argument("Shadow light direction must be finite and nonzero");
|
||||
return scale(a, 1.f / magnitude);
|
||||
}
|
||||
Vec3 project(const Mat4& matrix, Vec3 value) {
|
||||
return {matrix[0] * value[0] + matrix[4] * value[1] + matrix[8] * value[2] + matrix[12],
|
||||
matrix[1] * value[0] + matrix[5] * value[1] + matrix[9] * value[2] + matrix[13],
|
||||
matrix[2] * value[0] + matrix[6] * value[1] + matrix[10] * value[2] + matrix[14]};
|
||||
}
|
||||
std::array<float, 4> clip(const Mat4& matrix, Vec3 value) {
|
||||
return {matrix[0] * value[0] + matrix[4] * value[1] + matrix[8] * value[2] + matrix[12],
|
||||
matrix[1] * value[0] + matrix[5] * value[1] + matrix[9] * value[2] + matrix[13],
|
||||
matrix[2] * value[0] + matrix[6] * value[1] + matrix[10] * value[2] + matrix[14],
|
||||
matrix[3] * value[0] + matrix[7] * value[1] + matrix[11] * value[2] + matrix[15]};
|
||||
}
|
||||
std::array<Vec3, 8> corners(const Bounds& bounds) {
|
||||
std::array<Vec3, 8> result{};
|
||||
for (unsigned i = 0; i < 8; ++i)
|
||||
result[i] = {i & 1 ? bounds.max[0] : bounds.min[0],
|
||||
i & 2 ? bounds.max[1] : bounds.min[1],
|
||||
i & 4 ? bounds.max[2] : bounds.min[2]};
|
||||
return result;
|
||||
}
|
||||
Vec3 camera_to_world(const Mat4& view, Vec3 camera) {
|
||||
// CameraFrustum::view is an unscaled, orthonormal look_at matrix.
|
||||
return {view[0] * (camera[0] - view[12]) + view[1] * (camera[1] - view[13]) +
|
||||
view[2] * (camera[2] - view[14]),
|
||||
view[4] * (camera[0] - view[12]) + view[5] * (camera[1] - view[13]) +
|
||||
view[6] * (camera[2] - view[14]),
|
||||
view[8] * (camera[0] - view[12]) + view[9] * (camera[1] - view[13]) +
|
||||
view[10] * (camera[2] - view[14])};
|
||||
}
|
||||
std::array<Vec3, 8> frustum_slice(const CameraFrustum& camera, float near_distance,
|
||||
float far_distance) {
|
||||
std::array<Vec3, 8> result{};
|
||||
for (unsigned i = 0; i < 8; ++i) {
|
||||
const float distance = i & 4 ? far_distance : near_distance;
|
||||
const float x = i & 1 ? 1.f : -1.f;
|
||||
const float y = i & 2 ? 1.f : -1.f;
|
||||
Vec3 local{};
|
||||
if (camera.perspective)
|
||||
local = {x * distance / camera.projection[0],
|
||||
y * distance / camera.projection[5], -distance};
|
||||
else
|
||||
local = {(x - camera.projection[12]) / camera.projection[0],
|
||||
(y - camera.projection[13]) / camera.projection[5], -distance};
|
||||
result[i] = camera_to_world(camera.view, local);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
bool overlaps_xy(const Bounds& bounds, const Mat4& light_view, float left, float right,
|
||||
float bottom, float top) {
|
||||
float min_x = std::numeric_limits<float>::infinity();
|
||||
float max_x = -min_x, min_y = min_x, max_y = -min_x;
|
||||
for (const auto point : corners(bounds)) {
|
||||
const auto light = project(light_view, point);
|
||||
min_x = std::min(min_x, light[0]);
|
||||
max_x = std::max(max_x, light[0]);
|
||||
min_y = std::min(min_y, light[1]);
|
||||
max_y = std::max(max_y, light[1]);
|
||||
}
|
||||
return max_x >= left && min_x <= right && max_y >= bottom && min_y <= top;
|
||||
}
|
||||
bool intersects_frustum(const Bounds& bounds, const Mat4& view_projection) {
|
||||
std::array<unsigned, 7> rejected{};
|
||||
for (const auto point : corners(bounds)) {
|
||||
const auto p = clip(view_projection, point);
|
||||
if (!std::all_of(p.begin(), p.end(), [](float value) { return std::isfinite(value); }))
|
||||
return true; // Invalid projection fails open so no caster is lost silently.
|
||||
rejected[0] += p[0] < -p[3];
|
||||
rejected[1] += p[0] > p[3];
|
||||
rejected[2] += p[1] < -p[3];
|
||||
rejected[3] += p[1] > p[3];
|
||||
rejected[4] += p[2] < 0;
|
||||
rejected[5] += p[2] > p[3];
|
||||
rejected[6] += p[3] <= 0;
|
||||
}
|
||||
return std::none_of(rejected.begin(), rejected.end(), [](unsigned count) { return count == 8; });
|
||||
}
|
||||
void tile(ShadowView& view, std::uint32_t atlas_size, std::uint32_t tiles_across,
|
||||
std::uint32_t index) {
|
||||
constexpr std::uint32_t guard = 2;
|
||||
const auto size = atlas_size / tiles_across;
|
||||
view.tile_index = index;
|
||||
view.tile_origin_x = (index % tiles_across) * size;
|
||||
view.tile_origin_y = (index / tiles_across) * size;
|
||||
view.tile_size = size;
|
||||
view.usable_size = size - 2 * guard;
|
||||
const auto reciprocal = 1.f / float(atlas_size);
|
||||
view.atlas_scale_offset = {float(view.usable_size) * reciprocal,
|
||||
float(view.usable_size) * reciprocal,
|
||||
float(view.tile_origin_x + guard) * reciprocal,
|
||||
float(view.tile_origin_y + guard) * reciprocal};
|
||||
view.guarded_clamp = {(float(view.tile_origin_x + guard) + 1.5f) * reciprocal,
|
||||
(float(view.tile_origin_y + guard) + 1.5f) * reciprocal,
|
||||
(float(view.tile_origin_x + size - guard) - 1.5f) * reciprocal,
|
||||
(float(view.tile_origin_y + size - guard) - 1.5f) * reciprocal};
|
||||
}
|
||||
std::vector<std::uint32_t> visible_casters(const Mat4& view_projection,
|
||||
std::span<const ShadowCasterBounds> casters) {
|
||||
std::vector<std::uint32_t> result;
|
||||
for (const auto& caster : casters)
|
||||
if (intersects_frustum(caster.world, view_projection))
|
||||
result.push_back(caster.draw_index);
|
||||
std::sort(result.begin(), result.end());
|
||||
result.erase(std::unique(result.begin(), result.end()), result.end());
|
||||
return result;
|
||||
}
|
||||
bool supported_atlas(std::uint32_t size, bool available) {
|
||||
return available && (size == 2048 || size == 1024);
|
||||
}
|
||||
void validate_local(const LocalLight& light) {
|
||||
const auto invalid = [&](const char* field) {
|
||||
throw std::invalid_argument("Local light " + light.stable_id + " has invalid " + field);
|
||||
};
|
||||
if (light.stable_id.empty())
|
||||
invalid("stable_id");
|
||||
if (!std::all_of(light.position.begin(), light.position.end(),
|
||||
[](float v) { return std::isfinite(v); }))
|
||||
invalid("position");
|
||||
if (!std::all_of(light.color.begin(), light.color.end(),
|
||||
[](float v) { return std::isfinite(v) && v >= 0; }))
|
||||
invalid("color");
|
||||
if (!std::isfinite(light.intensity) || light.intensity < 0)
|
||||
invalid("intensity");
|
||||
if (!std::isfinite(light.range) || light.range <= 0)
|
||||
invalid("range");
|
||||
if (light.kind == LocalLight::Kind::Spot) {
|
||||
if (!std::isfinite(light.inner_angle) || !std::isfinite(light.outer_angle) ||
|
||||
light.inner_angle < 0 || light.inner_angle > light.outer_angle ||
|
||||
light.outer_angle >= std::numbers::pi_v<float> / 2 || light.outer_angle <= 0)
|
||||
invalid("inner_angle/outer_angle");
|
||||
if (!std::all_of(light.direction.begin(), light.direction.end(),
|
||||
[](float v) { return std::isfinite(v); }) ||
|
||||
length(light.direction) < 1e-6f)
|
||||
invalid("direction");
|
||||
}
|
||||
}
|
||||
float projected_influence(const LocalLight& light, const Snapshot& frame) {
|
||||
const auto distance = length(subtract(light.position, frame.eye));
|
||||
const auto projection_scale =
|
||||
std::max(std::abs(frame.projection[0]), std::abs(frame.projection[5]));
|
||||
return light.range * projection_scale / std::max(distance, .1f);
|
||||
}
|
||||
ShadowView sun_view(const Snapshot& frame, const SunLight& sun,
|
||||
std::span<const ShadowCasterBounds> casters, float split_near,
|
||||
float split_far, std::uint32_t index, std::uint32_t atlas_size) {
|
||||
ShadowView result;
|
||||
result.kind = ShadowView::Kind::Sun;
|
||||
result.light_id = sun.stable_id;
|
||||
result.face_index = index;
|
||||
result.split_near = split_near;
|
||||
result.split_far = split_far;
|
||||
tile(result, atlas_size, 2, index);
|
||||
const auto direction = unit(sun.direction);
|
||||
const auto up = std::abs(direction[1]) > .98f ? Vec3{0, 0, 1} : Vec3{0, 1, 0};
|
||||
const auto light_origin_view = look_at({0, 0, 0}, direction, up);
|
||||
if (!frame.camera_frustum) {
|
||||
const auto light_eye = scale(direction, -30);
|
||||
result.view_projection = multiply(orthographic(-20, 20, -20, 20, .1f, 80),
|
||||
look_at(light_eye, {0, 0, 0}, up));
|
||||
result.caster_indices = visible_casters(result.view_projection, casters);
|
||||
return result;
|
||||
}
|
||||
const auto receivers = frustum_slice(*frame.camera_frustum, split_near, split_far);
|
||||
Vec3 center{};
|
||||
for (const auto corner : receivers)
|
||||
center = add(center, scale(corner, 1.f / 8));
|
||||
float radius{};
|
||||
for (const auto corner : receivers)
|
||||
radius = std::max(radius, length(subtract(corner, center)));
|
||||
radius = std::max(.25f, std::ceil(radius * 16.f) / 16.f);
|
||||
const auto center_light = project(light_origin_view, center);
|
||||
const auto texel = (2 * radius) / float(result.usable_size);
|
||||
result.snapped_center_x = std::round(center_light[0] / texel) * texel;
|
||||
result.snapped_center_y = std::round(center_light[1] / texel) * texel;
|
||||
const float left = result.snapped_center_x - radius;
|
||||
const float right = result.snapped_center_x + radius;
|
||||
const float bottom = result.snapped_center_y - radius;
|
||||
const float top = result.snapped_center_y + radius;
|
||||
float nearest_ray = std::numeric_limits<float>::infinity();
|
||||
float furthest_ray = -nearest_ray;
|
||||
for (const auto corner : receivers) {
|
||||
const auto ray = dot(corner, direction);
|
||||
nearest_ray = std::min(nearest_ray, ray);
|
||||
furthest_ray = std::max(furthest_ray, ray);
|
||||
}
|
||||
for (const auto& caster : casters) {
|
||||
if (!overlaps_xy(caster.world, light_origin_view, left, right, bottom, top))
|
||||
continue;
|
||||
result.caster_indices.push_back(caster.draw_index);
|
||||
for (const auto corner : corners(caster.world)) {
|
||||
const auto ray = dot(corner, direction);
|
||||
nearest_ray = std::min(nearest_ray, ray);
|
||||
furthest_ray = std::max(furthest_ray, ray);
|
||||
}
|
||||
}
|
||||
std::sort(result.caster_indices.begin(), result.caster_indices.end());
|
||||
result.caster_indices.erase(
|
||||
std::unique(result.caster_indices.begin(), result.caster_indices.end()),
|
||||
result.caster_indices.end());
|
||||
const auto light_eye = scale(direction, nearest_ray - 1.f);
|
||||
const auto view = look_at(light_eye, add(light_eye, direction), up);
|
||||
const auto depth = std::max(2.f, furthest_ray - nearest_ray + 2.f);
|
||||
result.view_projection = multiply(orthographic(left, right, bottom, top, .1f, depth),
|
||||
view);
|
||||
return result;
|
||||
}
|
||||
ShadowView local_view(const LocalLight& light, std::uint32_t face,
|
||||
std::span<const ShadowCasterBounds> casters) {
|
||||
ShadowView result;
|
||||
result.kind = light.kind == LocalLight::Kind::Point ? ShadowView::Kind::Point
|
||||
: ShadowView::Kind::Spot;
|
||||
result.light_id = light.stable_id;
|
||||
result.face_index = face;
|
||||
static constexpr std::array<Vec3, 6> axes{{{1, 0, 0}, {-1, 0, 0}, {0, 1, 0},
|
||||
{0, -1, 0}, {0, 0, 1}, {0, 0, -1}}};
|
||||
static constexpr std::array<Vec3, 6> ups{{{0, -1, 0}, {0, -1, 0}, {0, 0, 1},
|
||||
{0, 0, -1}, {0, -1, 0}, {0, -1, 0}}};
|
||||
const auto direction = light.kind == LocalLight::Kind::Point ? axes.at(face)
|
||||
: unit(light.direction);
|
||||
const auto up = light.kind == LocalLight::Kind::Point ? ups.at(face)
|
||||
: std::abs(direction[1]) > .98f ? Vec3{0, 0, 1} : Vec3{0, 1, 0};
|
||||
const auto near_plane = std::max(.0001f, std::min(.05f, light.range * .1f));
|
||||
const auto fov = light.kind == LocalLight::Kind::Point
|
||||
? std::numbers::pi_v<float> / 2 : light.outer_angle * 2;
|
||||
result.view_projection = multiply(
|
||||
perspective(fov, 1, near_plane, light.range),
|
||||
look_at(light.position, add(light.position, direction), up));
|
||||
result.caster_indices = visible_casters(result.view_projection, casters);
|
||||
return result;
|
||||
}
|
||||
} // namespace
|
||||
|
||||
ShadowPlan build_shadow_plan(const Snapshot& frame,
|
||||
std::span<const ShadowCasterBounds> casters,
|
||||
const ShadowBudget& budget) {
|
||||
for (const auto& caster : casters)
|
||||
for (int axis = 0; axis < 3; ++axis)
|
||||
if (!std::isfinite(caster.world.min[axis]) ||
|
||||
!std::isfinite(caster.world.max[axis]) ||
|
||||
caster.world.min[axis] > caster.world.max[axis])
|
||||
throw std::invalid_argument("Shadow caster world bounds must be finite and ordered");
|
||||
ShadowPlan plan;
|
||||
plan.sun_atlas_size = supported_atlas(budget.sun_atlas_size, budget.sun_atlas_available)
|
||||
? budget.sun_atlas_size : 0;
|
||||
plan.local_atlas_size = supported_atlas(budget.local_atlas_size, budget.local_atlas_available)
|
||||
? budget.local_atlas_size : 0;
|
||||
std::unordered_set<std::string> ids;
|
||||
std::vector<std::pair<std::size_t, float>> ranked;
|
||||
ranked.reserve(frame.local_lights.size());
|
||||
for (std::size_t i = 0; i < frame.local_lights.size(); ++i) {
|
||||
const auto& light = frame.local_lights[i];
|
||||
validate_local(light); // Validate overflow records too, before truncation.
|
||||
if (!ids.insert(light.stable_id).second)
|
||||
throw std::invalid_argument("Duplicate local light stable_id: " + light.stable_id);
|
||||
ranked.emplace_back(i, projected_influence(light, frame));
|
||||
}
|
||||
std::sort(ranked.begin(), ranked.end(), [&](const auto& a, const auto& b) {
|
||||
const auto& left = frame.local_lights[a.first];
|
||||
const auto& right = frame.local_lights[b.first];
|
||||
if (left.shadow_priority != right.shadow_priority)
|
||||
return left.shadow_priority > right.shadow_priority;
|
||||
if (a.second != b.second)
|
||||
return a.second > b.second;
|
||||
return left.stable_id < right.stable_id;
|
||||
});
|
||||
const auto selected = std::min<std::size_t>(ranked.size(),
|
||||
std::min(budget.max_local_lights, 128u));
|
||||
plan.omitted_local_lights = static_cast<std::uint32_t>(ranked.size() - selected);
|
||||
for (std::size_t i = 0; i < selected; ++i)
|
||||
plan.submitted_local_indices.push_back(ranked[i].first);
|
||||
|
||||
std::optional<SunLight> sun = frame.sun;
|
||||
if (!sun && !frame.authored_lights_present && frame.local_lights.empty())
|
||||
sun = SunLight{"legacy-sun", frame.light_direction, {1, 1, 1, 1}, 1, true};
|
||||
if (sun && sun->casts_shadow) {
|
||||
plan.requested_sun_cascades = frame.camera_frustum
|
||||
? std::min(4u, budget.max_sun_views) : 1u;
|
||||
if (frame.camera_frustum &&
|
||||
(frame.camera_frustum->near_plane <= 0 ||
|
||||
frame.camera_frustum->far_plane <= frame.camera_frustum->near_plane ||
|
||||
frame.camera_frustum->projection[0] == 0 ||
|
||||
frame.camera_frustum->projection[5] == 0))
|
||||
throw std::invalid_argument("Shadow camera frustum is invalid");
|
||||
const float near_plane = frame.camera_frustum ? frame.camera_frustum->near_plane : .1f;
|
||||
const float far_plane = frame.camera_frustum
|
||||
? std::min(frame.camera_frustum->far_plane, budget.max_shadow_distance) : 80.f;
|
||||
if (far_plane <= near_plane)
|
||||
throw std::invalid_argument("Shadow distance does not reach the camera near plane");
|
||||
float previous = near_plane;
|
||||
for (std::uint32_t i = 0; i < plan.requested_sun_cascades; ++i) {
|
||||
const auto ratio = float(i + 1) / float(plan.requested_sun_cascades);
|
||||
const auto logarithmic = near_plane * std::pow(far_plane / near_plane, ratio);
|
||||
const auto uniform = near_plane + (far_plane - near_plane) * ratio;
|
||||
const auto split = i + 1 == plan.requested_sun_cascades
|
||||
? far_plane : .5f * (logarithmic + uniform);
|
||||
ShadowView view;
|
||||
if (plan.sun_atlas_size)
|
||||
view = sun_view(frame, *sun, casters, previous, split, i, plan.sun_atlas_size);
|
||||
else {
|
||||
view.kind = ShadowView::Kind::Sun;
|
||||
view.light_id = sun->stable_id;
|
||||
view.face_index = i;
|
||||
view.split_near = previous;
|
||||
view.split_far = split;
|
||||
view.reason = ShadowDropReason::Unavailable;
|
||||
}
|
||||
if (plan.sun_atlas_size &&
|
||||
view.caster_indices.size() <=
|
||||
budget.max_caster_draws - std::min(plan.caster_draws, budget.max_caster_draws)) {
|
||||
view.valid = true;
|
||||
plan.caster_draws += static_cast<std::uint32_t>(view.caster_indices.size());
|
||||
++plan.effective_sun_cascades;
|
||||
} else {
|
||||
if (plan.sun_atlas_size)
|
||||
view.reason = ShadowDropReason::CasterBudget;
|
||||
view.caster_indices.clear();
|
||||
++plan.dropped_sun_views;
|
||||
}
|
||||
plan.sun_views.push_back(std::move(view));
|
||||
previous = split;
|
||||
}
|
||||
}
|
||||
for (const auto source : plan.submitted_local_indices) {
|
||||
const auto& light = frame.local_lights[source];
|
||||
LocalShadowAssignment assignment;
|
||||
assignment.source_index = source;
|
||||
assignment.first_view = static_cast<std::uint32_t>(plan.local_views.size());
|
||||
const auto faces = light.kind == LocalLight::Kind::Point ? 6u : 1u;
|
||||
if (!light.casts_shadow || light.intensity == 0) {
|
||||
plan.local_assignments.push_back(assignment);
|
||||
continue;
|
||||
}
|
||||
plan.local_faces_requested += faces;
|
||||
if (!plan.local_atlas_size)
|
||||
assignment.reason = ShadowDropReason::Unavailable;
|
||||
else if (const auto capacity = std::min(budget.max_local_faces, 16u);
|
||||
faces > capacity - std::min(plan.local_faces_used, capacity))
|
||||
assignment.reason = ShadowDropReason::TileBudget;
|
||||
else {
|
||||
std::vector<ShadowView> group;
|
||||
std::uint32_t group_draws{};
|
||||
for (std::uint32_t face = 0; face < faces; ++face) {
|
||||
auto view = local_view(light, face, casters);
|
||||
tile(view, plan.local_atlas_size, 4,
|
||||
plan.local_faces_used + face);
|
||||
group_draws += static_cast<std::uint32_t>(view.caster_indices.size());
|
||||
group.push_back(std::move(view));
|
||||
}
|
||||
if (group_draws > budget.max_caster_draws -
|
||||
std::min(plan.caster_draws, budget.max_caster_draws))
|
||||
assignment.reason = ShadowDropReason::CasterBudget;
|
||||
else {
|
||||
assignment.valid = true;
|
||||
assignment.face_count = faces;
|
||||
plan.local_faces_used += faces;
|
||||
plan.caster_draws += group_draws;
|
||||
for (auto& view : group) {
|
||||
view.valid = true;
|
||||
plan.local_views.push_back(std::move(view));
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!assignment.valid) {
|
||||
plan.dropped_local_faces += faces;
|
||||
if (light.kind == LocalLight::Kind::Point)
|
||||
plan.dropped_point_faces += 6;
|
||||
}
|
||||
plan.local_assignments.push_back(assignment);
|
||||
}
|
||||
return plan;
|
||||
}
|
||||
} // namespace faset::render
|
||||
+190
-21
@@ -6,14 +6,17 @@
|
||||
#include <bit>
|
||||
#include <chrono>
|
||||
#include <cmath>
|
||||
#include <cstddef>
|
||||
#include <cstring>
|
||||
#include <faset/core/io.hpp>
|
||||
#include <faset/render/render_graph.hpp>
|
||||
#include <faset/render/lighting.hpp>
|
||||
#include <faset/render/renderer.hpp>
|
||||
#include <faset/render/visibility.hpp>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <limits>
|
||||
#include <numbers>
|
||||
#include <optional>
|
||||
#include <stdexcept>
|
||||
#include <unordered_map>
|
||||
@@ -72,6 +75,40 @@ struct ScenePush {
|
||||
std::array<std::uint32_t, 4> draw_info;
|
||||
};
|
||||
static_assert(sizeof(ScenePush) == 112);
|
||||
struct LightingHeaderGpu {
|
||||
std::array<std::uint32_t, 4> counts{};
|
||||
std::array<float, 4> sun_direction_intensity{};
|
||||
std::array<float, 4> sun_color{};
|
||||
std::array<float, 4> camera_forward_shadow_distance{};
|
||||
std::array<float, 4> cascade_splits{};
|
||||
};
|
||||
struct LocalLightGpu {
|
||||
std::array<float, 4> position_range{};
|
||||
std::array<float, 4> direction_cos_outer{};
|
||||
std::array<float, 4> color_intensity{};
|
||||
std::array<float, 4> cone_type_shadow_view{};
|
||||
std::array<float, 4> reserved{};
|
||||
};
|
||||
struct ShadowViewGpu {
|
||||
Mat4 view_projection{identity};
|
||||
std::array<float, 4> tile_scale_offset{};
|
||||
std::array<float, 4> guarded_clamp{};
|
||||
std::array<float, 4> bias_flags{};
|
||||
};
|
||||
static_assert(sizeof(LightingHeaderGpu) == 80 &&
|
||||
offsetof(LightingHeaderGpu, sun_direction_intensity) == 16 &&
|
||||
offsetof(LightingHeaderGpu, sun_color) == 32 &&
|
||||
offsetof(LightingHeaderGpu, camera_forward_shadow_distance) == 48 &&
|
||||
offsetof(LightingHeaderGpu, cascade_splits) == 64);
|
||||
static_assert(sizeof(LocalLightGpu) == 80 &&
|
||||
offsetof(LocalLightGpu, direction_cos_outer) == 16 &&
|
||||
offsetof(LocalLightGpu, color_intensity) == 32 &&
|
||||
offsetof(LocalLightGpu, cone_type_shadow_view) == 48 &&
|
||||
offsetof(LocalLightGpu, reserved) == 64);
|
||||
static_assert(sizeof(ShadowViewGpu) == 112 &&
|
||||
offsetof(ShadowViewGpu, tile_scale_offset) == 64 &&
|
||||
offsetof(ShadowViewGpu, guarded_clamp) == 80 &&
|
||||
offsetof(ShadowViewGpu, bias_flags) == 96);
|
||||
std::array<float, 4> point(const Mat4& m, std::array<float, 4> p) {
|
||||
std::array<float, 4> o{};
|
||||
for (int r = 0; r < 4; ++r)
|
||||
@@ -196,6 +233,7 @@ struct Renderer::Impl {
|
||||
std::vector<VkImageLayout> swap_layouts;
|
||||
Image color, depth, shadow;
|
||||
Buffer vertices, readback;
|
||||
Buffer lighting_header, lighting_locals, lighting_views;
|
||||
SceneResources scene;
|
||||
InstanceTracker instance_tracker;
|
||||
std::unordered_map<std::string, std::size_t> previous_lods;
|
||||
@@ -212,6 +250,9 @@ struct Renderer::Impl {
|
||||
std::unordered_map<const Texture*, CachedOpacity> opacity_cache;
|
||||
VkDescriptorSetLayout descriptor_layout{};
|
||||
VkDescriptorPool descriptor_pool{};
|
||||
VkDescriptorSetLayout lighting_layout{};
|
||||
VkDescriptorPool lighting_pool{};
|
||||
VkDescriptorSet lighting_set{};
|
||||
VkSampler shadow_sampler{}, color_sampler{};
|
||||
VkPipelineLayout pipeline_layout{};
|
||||
VkPipeline pipeline{}, ui_pipeline{}, shadow_pipeline{}, sprite_pipeline{};
|
||||
@@ -316,6 +357,9 @@ struct Renderer::Impl {
|
||||
destroy(scene.hzb[1]);
|
||||
destroy(vertices);
|
||||
destroy(readback);
|
||||
destroy(lighting_header);
|
||||
destroy(lighting_locals);
|
||||
destroy(lighting_views);
|
||||
destroy(color);
|
||||
destroy(depth);
|
||||
destroy(shadow);
|
||||
@@ -333,8 +377,12 @@ struct Renderer::Impl {
|
||||
vkDestroyPipelineLayout(device, pipeline_layout, nullptr);
|
||||
if (descriptor_pool)
|
||||
vkDestroyDescriptorPool(device, descriptor_pool, nullptr);
|
||||
if (lighting_pool)
|
||||
vkDestroyDescriptorPool(device, lighting_pool, nullptr);
|
||||
if (descriptor_layout)
|
||||
vkDestroyDescriptorSetLayout(device, descriptor_layout, nullptr);
|
||||
if (lighting_layout)
|
||||
vkDestroyDescriptorSetLayout(device, lighting_layout, nullptr);
|
||||
if (shadow_sampler)
|
||||
vkDestroySampler(device, shadow_sampler, nullptr);
|
||||
if (color_sampler)
|
||||
@@ -889,6 +937,31 @@ struct Renderer::Impl {
|
||||
pi.pPoolSizes = sizes;
|
||||
check(vkCreateDescriptorPool(device, &pi, nullptr, &descriptor_pool),
|
||||
"Create descriptor pool");
|
||||
std::array<VkDescriptorSetLayoutBinding, 4> lighting_bindings{};
|
||||
for (std::uint32_t i = 0; i < lighting_bindings.size(); ++i)
|
||||
lighting_bindings[i] = {i,
|
||||
i == 3 ? VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
|
||||
: VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
1, VK_SHADER_STAGE_FRAGMENT_BIT, nullptr};
|
||||
li.bindingCount = static_cast<std::uint32_t>(lighting_bindings.size());
|
||||
li.pBindings = lighting_bindings.data();
|
||||
check(vkCreateDescriptorSetLayout(device, &li, nullptr, &lighting_layout),
|
||||
"Create lighting descriptor layout");
|
||||
VkDescriptorPoolSize lighting_sizes[] = {
|
||||
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 3}, {VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1}};
|
||||
pi.flags = 0;
|
||||
pi.maxSets = 1;
|
||||
pi.poolSizeCount = 2;
|
||||
pi.pPoolSizes = lighting_sizes;
|
||||
check(vkCreateDescriptorPool(device, &pi, nullptr, &lighting_pool),
|
||||
"Create lighting descriptor pool");
|
||||
VkDescriptorSetAllocateInfo lighting_allocation{};
|
||||
lighting_allocation.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
||||
lighting_allocation.descriptorPool = lighting_pool;
|
||||
lighting_allocation.descriptorSetCount = 1;
|
||||
lighting_allocation.pSetLayouts = &lighting_layout;
|
||||
check(vkAllocateDescriptorSets(device, &lighting_allocation, &lighting_set),
|
||||
"Allocate lighting descriptors");
|
||||
VkSamplerCreateInfo si{};
|
||||
si.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
|
||||
si.magFilter = si.minFilter = VK_FILTER_NEAREST;
|
||||
@@ -1009,8 +1082,9 @@ struct Renderer::Impl {
|
||||
sizeof(Push)};
|
||||
VkPipelineLayoutCreateInfo li{};
|
||||
li.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
li.setLayoutCount = 1;
|
||||
li.pSetLayouts = &descriptor_layout;
|
||||
const std::array<VkDescriptorSetLayout, 2> set_layouts{descriptor_layout, lighting_layout};
|
||||
li.setLayoutCount = static_cast<std::uint32_t>(set_layouts.size());
|
||||
li.pSetLayouts = set_layouts.data();
|
||||
li.pushConstantRangeCount = 1;
|
||||
li.pPushConstantRanges = &push;
|
||||
check(vkCreatePipelineLayout(device, &li, nullptr, &pipeline_layout),
|
||||
@@ -1220,14 +1294,14 @@ struct Renderer::Impl {
|
||||
layout.pBindings = hzb.data();
|
||||
check(vkCreateDescriptorSetLayout(device, &layout, nullptr, &scene.hzb_layout),
|
||||
"Create HZB descriptor layout");
|
||||
const std::array<VkDescriptorSetLayout, 2> scene_layouts{descriptor_layout,
|
||||
scene.graphics_layout};
|
||||
const std::array<VkDescriptorSetLayout, 3> scene_layouts{
|
||||
descriptor_layout, lighting_layout, scene.graphics_layout};
|
||||
VkPushConstantRange graphics_push{VK_SHADER_STAGE_VERTEX_BIT |
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
0, sizeof(ScenePush)};
|
||||
VkPipelineLayoutCreateInfo pipeline_info{};
|
||||
pipeline_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
pipeline_info.setLayoutCount = 2;
|
||||
pipeline_info.setLayoutCount = static_cast<std::uint32_t>(scene_layouts.size());
|
||||
pipeline_info.pSetLayouts = scene_layouts.data();
|
||||
pipeline_info.pushConstantRangeCount = 1;
|
||||
pipeline_info.pPushConstantRanges = &graphics_push;
|
||||
@@ -1533,6 +1607,29 @@ struct Renderer::Impl {
|
||||
VkBufferUsageFlags usage = 0) {
|
||||
upload_scene_buffer(buffer, values.data(), values.size() * sizeof(T), usage);
|
||||
}
|
||||
void update_lighting_descriptors() {
|
||||
const std::array<VkDescriptorBufferInfo, 3> buffers{{
|
||||
{lighting_header.handle, 0, lighting_header.size},
|
||||
{lighting_locals.handle, 0, lighting_locals.size},
|
||||
{lighting_views.handle, 0, lighting_views.size}}};
|
||||
const VkDescriptorImageInfo atlas{VK_NULL_HANDLE, shadow.view,
|
||||
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL};
|
||||
std::array<VkWriteDescriptorSet, 4> writes{};
|
||||
for (std::uint32_t i = 0; i < writes.size(); ++i) {
|
||||
writes[i].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[i].dstSet = lighting_set;
|
||||
writes[i].dstBinding = i;
|
||||
writes[i].descriptorCount = 1;
|
||||
writes[i].descriptorType = i == 3 ? VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
|
||||
: VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
|
||||
if (i == 3)
|
||||
writes[i].pImageInfo = &atlas;
|
||||
else
|
||||
writes[i].pBufferInfo = &buffers[i];
|
||||
}
|
||||
vkUpdateDescriptorSets(device, static_cast<std::uint32_t>(writes.size()),
|
||||
writes.data(), 0, nullptr);
|
||||
}
|
||||
void update_scene_descriptors(bool occlusion) {
|
||||
auto write_buffers = [&](VkDescriptorSet set, std::span<const Buffer* const> buffers,
|
||||
std::uint32_t first_binding) {
|
||||
@@ -1625,6 +1722,7 @@ struct Renderer::Impl {
|
||||
void render(const Snapshot& snapshot) {
|
||||
auto start = std::chrono::steady_clock::now();
|
||||
statistics.draw_calls = statistics.culled_meshes = statistics.gpu_label_count = 0;
|
||||
statistics.submitted_local_lights = statistics.omitted_local_lights = 0;
|
||||
statistics.gpu_bins = statistics.gpu_visible_instances =
|
||||
statistics.gpu_frustum_rejected = statistics.gpu_occlusion_deferred =
|
||||
statistics.gpu_post_visible = 0;
|
||||
@@ -1715,6 +1813,8 @@ struct Renderer::Impl {
|
||||
};
|
||||
std::vector<SelectedDraw> selected_draws;
|
||||
selected_draws.reserve(snapshot.draws.size());
|
||||
std::vector<ShadowCasterBounds> shadow_casters;
|
||||
shadow_casters.reserve(snapshot.draws.size());
|
||||
struct BuildingBin {
|
||||
const Mesh* mesh{};
|
||||
const Texture* texture{};
|
||||
@@ -1724,10 +1824,17 @@ struct Renderer::Impl {
|
||||
std::vector<BuildingBin> building_bins;
|
||||
std::unordered_map<const Mesh*, std::pair<std::uint32_t, std::uint32_t>> mesh_ranges;
|
||||
std::unordered_map<std::string, std::size_t> current_lods;
|
||||
for (const auto& item : snapshot.draws) {
|
||||
for (std::size_t source_index = 0; source_index < snapshot.draws.size(); ++source_index) {
|
||||
const auto& item = snapshot.draws[source_index];
|
||||
if (!item.mesh || item.mesh->vertices.empty())
|
||||
continue;
|
||||
const auto source_bounds = world_bounds(item.mesh, item.model);
|
||||
if (item.cast_shadow) {
|
||||
if (source_index > UINT32_MAX)
|
||||
throw std::overflow_error("Shadow source draw index exceeds 32-bit capacity");
|
||||
shadow_casters.push_back(
|
||||
{source_bounds, static_cast<std::uint32_t>(source_index)});
|
||||
}
|
||||
std::vector<float> thresholds;
|
||||
std::vector<std::uint8_t> available;
|
||||
std::shared_ptr<const Mesh> selected_mesh = item.mesh;
|
||||
@@ -2017,15 +2124,73 @@ struct Renderer::Impl {
|
||||
VK_BUFFER_USAGE_TRANSFER_DST_BIT);
|
||||
update_scene_descriptors(occlusion);
|
||||
}
|
||||
Vec3 direction = snapshot.light_direction;
|
||||
std::optional<SunLight> sun = snapshot.sun;
|
||||
if (!sun && !snapshot.authored_lights_present && snapshot.local_lights.empty())
|
||||
sun = SunLight{"legacy-sun", snapshot.light_direction, {1, 1, 1, 1}, 1, true};
|
||||
Vec3 direction = sun ? sun->direction : snapshot.light_direction;
|
||||
float length = std::sqrt(direction[0] * direction[0] + direction[1] * direction[1] +
|
||||
direction[2] * direction[2]);
|
||||
if (length < 1e-5f) {
|
||||
if (!std::isfinite(length) || length < 1e-5f) {
|
||||
if (sun && sun->stable_id != "legacy-sun")
|
||||
throw std::invalid_argument("Authored sun direction must be finite and nonzero");
|
||||
direction = {-.5f, -1, -.3f};
|
||||
length = std::sqrt(1.34f);
|
||||
}
|
||||
for (auto& v : direction)
|
||||
v /= length;
|
||||
LightingHeaderGpu lighting{};
|
||||
lighting.counts[1] = sun ? 1u : 0u;
|
||||
lighting.counts[2] = sun && sun->casts_shadow ? 1u : 0u;
|
||||
lighting.sun_direction_intensity = {direction[0], direction[1], direction[2],
|
||||
sun ? sun->intensity : 0};
|
||||
lighting.sun_color = sun ? sun->color : Color{0, 0, 0, 1};
|
||||
if (sun && (!std::isfinite(sun->intensity) || sun->intensity < 0 ||
|
||||
std::any_of(sun->color.begin(), sun->color.end(),
|
||||
[](float v) { return !std::isfinite(v) || v < 0; })))
|
||||
throw std::invalid_argument("Authored sun radiance must be finite and nonnegative");
|
||||
lighting.camera_forward_shadow_distance = {0, 0, -1, 80};
|
||||
if (snapshot.camera_frustum) {
|
||||
const auto& view = snapshot.camera_frustum->view;
|
||||
lighting.camera_forward_shadow_distance = {-view[2], -view[6], -view[10], 80};
|
||||
}
|
||||
const auto shadow_plan = build_shadow_plan(snapshot, shadow_casters);
|
||||
statistics.omitted_local_lights = shadow_plan.omitted_local_lights;
|
||||
std::vector<LocalLightGpu> gpu_lights;
|
||||
gpu_lights.reserve(shadow_plan.submitted_local_indices.size());
|
||||
for (const auto source : shadow_plan.submitted_local_indices) {
|
||||
const auto& local = snapshot.local_lights[source];
|
||||
auto spot_direction = local.direction;
|
||||
float spot_length = std::hypot(spot_direction[0], spot_direction[1],
|
||||
spot_direction[2]);
|
||||
if (!std::isfinite(spot_length) || spot_length < 1e-6f) {
|
||||
if (local.kind == LocalLight::Kind::Spot)
|
||||
throw std::invalid_argument("Spotlight direction must be finite and nonzero");
|
||||
spot_direction = {0, 0, -1};
|
||||
spot_length = 1;
|
||||
}
|
||||
for (auto& axis : spot_direction)
|
||||
axis /= spot_length;
|
||||
LocalLightGpu gpu{};
|
||||
gpu.position_range = {local.position[0], local.position[1], local.position[2],
|
||||
local.range};
|
||||
const bool spot = local.kind == LocalLight::Kind::Spot;
|
||||
gpu.direction_cos_outer = {spot_direction[0], spot_direction[1], spot_direction[2],
|
||||
spot ? std::cos(local.outer_angle) : 0.f};
|
||||
gpu.color_intensity = {local.color[0], local.color[1], local.color[2],
|
||||
local.intensity};
|
||||
gpu.cone_type_shadow_view = {spot ? std::cos(local.inner_angle) : 1.f,
|
||||
spot ? 1.f : 0.f, -1, 0};
|
||||
gpu_lights.push_back(gpu);
|
||||
}
|
||||
lighting.counts[0] = static_cast<std::uint32_t>(gpu_lights.size());
|
||||
statistics.submitted_local_lights = lighting.counts[0];
|
||||
if (gpu_lights.empty())
|
||||
gpu_lights.push_back({}); // Descriptors always point at a full initialized record.
|
||||
const ShadowViewGpu empty_shadow_view{};
|
||||
upload_scene_buffer(lighting_header, &lighting, sizeof(lighting), 0);
|
||||
upload_scene_vector(lighting_locals, gpu_lights);
|
||||
upload_scene_buffer(lighting_views, &empty_shadow_view, sizeof(empty_shadow_view), 0);
|
||||
update_lighting_descriptors();
|
||||
Vec3 light_eye{-direction[0] * 30, -direction[1] * 30, -direction[2] * 30};
|
||||
Vec3 light_up = std::abs(direction[1]) > .98f ? Vec3{0, 0, 1} : Vec3{0, 1, 0};
|
||||
Push push{multiply(orthographic(-20, 20, -20, 20, .1f, 80),
|
||||
@@ -2078,6 +2243,12 @@ struct Renderer::Impl {
|
||||
vkCmdSetViewport(command, 0, 1, &viewport);
|
||||
vkCmdSetScissor(command, 0, 1, &scissor);
|
||||
};
|
||||
auto bind_material = [&](VkDescriptorSet material) {
|
||||
const std::array<VkDescriptorSet, 2> sets{material, lighting_set};
|
||||
vkCmdBindDescriptorSets(command, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout,
|
||||
0, static_cast<std::uint32_t>(sets.size()), sets.data(),
|
||||
0, nullptr);
|
||||
};
|
||||
auto draw_transparent = [&] {
|
||||
if (transparent_batches.empty())
|
||||
return;
|
||||
@@ -2088,8 +2259,7 @@ struct Renderer::Impl {
|
||||
0, sizeof(push), &push);
|
||||
for (auto batch : transparent_batches) {
|
||||
auto descriptor = textures.at(batch.texture).descriptor;
|
||||
vkCmdBindDescriptorSets(command, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
pipeline_layout, 0, 1, &descriptor, 0, nullptr);
|
||||
bind_material(descriptor);
|
||||
vkCmdDraw(command, batch.count, 1, batch.first, 0);
|
||||
++statistics.draw_calls;
|
||||
}
|
||||
@@ -2102,8 +2272,7 @@ struct Renderer::Impl {
|
||||
sizeof(push), &push);
|
||||
for (auto batch : sprite_batches) {
|
||||
auto descriptor = textures.at(batch.texture).descriptor;
|
||||
vkCmdBindDescriptorSets(command, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout,
|
||||
0, 1, &descriptor, 0, nullptr);
|
||||
bind_material(descriptor);
|
||||
vkCmdDraw(command, batch.count, 1, batch.first, 0);
|
||||
++statistics.draw_calls;
|
||||
}
|
||||
@@ -2125,8 +2294,7 @@ struct Renderer::Impl {
|
||||
continue;
|
||||
vkCmdSetScissor(command, 0, 1, &scissor);
|
||||
auto descriptor = textures.at(batch.texture).descriptor;
|
||||
vkCmdBindDescriptorSets(command, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout,
|
||||
0, 1, &descriptor, 0, nullptr);
|
||||
bind_material(descriptor);
|
||||
vkCmdDraw(command, batch.count, 1, batch.first, 0);
|
||||
++statistics.draw_calls;
|
||||
}
|
||||
@@ -2313,8 +2481,7 @@ struct Renderer::Impl {
|
||||
vkCmdPushConstants(command, pipeline_layout,
|
||||
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
|
||||
sizeof(push), &push);
|
||||
vkCmdBindDescriptorSets(command, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1,
|
||||
&white_descriptor, 0, nullptr);
|
||||
bind_material(white_descriptor);
|
||||
if (gpu_active && !gpu_frame.bins.empty()) {
|
||||
VkDeviceSize scene_offset{};
|
||||
vkCmdBindVertexBuffers(command, 0, 1, &scene.vertices.handle, &scene_offset);
|
||||
@@ -2322,7 +2489,7 @@ struct Renderer::Impl {
|
||||
scene.graphics_pipeline);
|
||||
for (std::uint32_t bin = 0; bin < gpu_frame.bins.size(); ++bin) {
|
||||
auto descriptor = textures.at(gpu_frame.textures[bin]).descriptor;
|
||||
const std::array<VkDescriptorSet, 2> sets{descriptor,
|
||||
const std::array<VkDescriptorSet, 3> sets{descriptor, lighting_set,
|
||||
scene.graphics_main};
|
||||
vkCmdBindDescriptorSets(command, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
scene.graphics_pipeline_layout, 0, sets.size(),
|
||||
@@ -2346,8 +2513,7 @@ struct Renderer::Impl {
|
||||
}
|
||||
for (auto batch : scene_batches) {
|
||||
auto descriptor = textures.at(batch.texture).descriptor;
|
||||
vkCmdBindDescriptorSets(command, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout,
|
||||
0, 1, &descriptor, 0, nullptr);
|
||||
bind_material(descriptor);
|
||||
vkCmdDraw(command, batch.count, 1, batch.first, 0);
|
||||
++statistics.draw_calls;
|
||||
}
|
||||
@@ -2446,7 +2612,7 @@ struct Renderer::Impl {
|
||||
scene.graphics_pipeline);
|
||||
for (std::uint32_t bin = 0; bin < gpu_frame.bins.size(); ++bin) {
|
||||
auto descriptor = textures.at(gpu_frame.textures[bin]).descriptor;
|
||||
const std::array<VkDescriptorSet, 2> sets{descriptor,
|
||||
const std::array<VkDescriptorSet, 3> sets{descriptor, lighting_set,
|
||||
scene.graphics_post};
|
||||
vkCmdBindDescriptorSets(command, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
scene.graphics_pipeline_layout, 0,
|
||||
@@ -2618,7 +2784,10 @@ struct Renderer::Impl {
|
||||
++statistics.frame;
|
||||
statistics.gpu_allocated_bytes = vertices.allocation_size + readback.allocation_size +
|
||||
color.allocation_size + depth.allocation_size +
|
||||
shadow.allocation_size;
|
||||
shadow.allocation_size +
|
||||
lighting_header.allocation_size +
|
||||
lighting_locals.allocation_size +
|
||||
lighting_views.allocation_size;
|
||||
statistics.texture_count = static_cast<std::uint32_t>(textures.size());
|
||||
for (const auto& [_, texture] : textures)
|
||||
statistics.gpu_allocated_bytes += texture.image.allocation_size;
|
||||
|
||||
@@ -34,13 +34,21 @@ void validate_layout(const Json& layout, std::string_view entry) {
|
||||
const bool fragment = entry == "fragmentMain";
|
||||
require(layout.at("stage") == (fragment ? "fragment" : "vertex"), "shader stage changed");
|
||||
const auto& descriptors = layout.at("descriptors");
|
||||
require(descriptors.is_array() && descriptors.size() == 4, "descriptor count changed");
|
||||
require(descriptors.is_array() && descriptors.size() == 8, "descriptor count changed");
|
||||
for (std::size_t i = 0; i < descriptors.size(); ++i) {
|
||||
const auto& binding = descriptors[i];
|
||||
require(binding.at("set") == 0 && binding.at("binding") == i && binding.at("count") == 1,
|
||||
const auto set = i < 4 ? 0 : 1;
|
||||
const auto slot = i % 4;
|
||||
require(binding.at("set") == set && binding.at("binding") == slot &&
|
||||
binding.at("count") == 1,
|
||||
"descriptor set, binding or array count changed");
|
||||
require(binding.at("type") == (i % 2 ? "sampler" : "sampled_image_2d"),
|
||||
const auto* expected_type = set == 0 ? (slot % 2 ? "sampler" : "sampled_image_2d")
|
||||
: slot == 3 ? "sampled_image_2d" : "storage_buffer";
|
||||
require(binding.at("type") == expected_type,
|
||||
"descriptor type changed");
|
||||
if (set == 1 && slot < 3)
|
||||
require(binding.at("element_stride") == (slot == 2 ? 112 : 80),
|
||||
"lighting storage record stride changed");
|
||||
require(fragment || !binding.at("used").get<bool>(),
|
||||
"vertex texture bindings are unsupported");
|
||||
}
|
||||
@@ -98,7 +106,7 @@ void validate_gpu_layout(const Json& layout, std::string_view entry) {
|
||||
const std::array<int, 3> graphics_strides{224, 4, 208};
|
||||
for (std::size_t i = 0; i < expected_count; ++i) {
|
||||
const auto& binding = descriptors[i];
|
||||
require(binding.at("set") == (graphics ? 1 : 0) && binding.at("binding") == i &&
|
||||
require(binding.at("set") == (graphics ? 2 : 0) && binding.at("binding") == i &&
|
||||
binding.at("count") == 1,
|
||||
"GPU descriptor set, binding or count changed");
|
||||
const int stride = graphics ? graphics_strides[i] : hzb ? 0 : compute_strides[i];
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#include <faset/authoring/templates.hpp>
|
||||
#include <faset/authoring/transforms.hpp>
|
||||
#include <faset/core/io.hpp>
|
||||
#include <cstdint>
|
||||
#include <iostream>
|
||||
|
||||
#define CHECK(x) \
|
||||
@@ -25,6 +26,32 @@ int main() {
|
||||
const auto root = std::filesystem::temp_directory_path() / ("faset-authoring-" + new_id());
|
||||
try {
|
||||
auto schemas = builtin_schemas();
|
||||
const auto light = schemas.schema("faset.light");
|
||||
CHECK(light["version"] == 1);
|
||||
const auto defaults = schemas.default_fields("faset.light");
|
||||
CHECK(defaults["kind"] == "directional");
|
||||
CHECK(defaults["enabled"] == true);
|
||||
CHECK(defaults["range"] == 10.0);
|
||||
CHECK(defaults["inner_angle"] < defaults["outer_angle"]);
|
||||
CHECK(defaults["casts_shadow"] == true);
|
||||
CHECK(defaults["shadow_priority"] == 0);
|
||||
auto light_component = Json{{"type", "faset.light"}, {"version", 1}, {"fields", defaults}};
|
||||
schemas.validate_component(light_component);
|
||||
light_component["fields"]["kind"] = "area";
|
||||
fails([&] { schemas.validate_component(light_component); }, "validation.enum");
|
||||
light_component["fields"]["kind"] = "point";
|
||||
light_component["fields"]["range"] = 0;
|
||||
fails([&] { schemas.validate_component(light_component); }, "validation.minimum");
|
||||
light_component["fields"]["range"] = 10;
|
||||
light_component["fields"]["intensity"] = -1;
|
||||
fails([&] { schemas.validate_component(light_component); }, "validation.minimum");
|
||||
light_component["fields"] = {{"kind", "spot"}, {"inner_angle", 0.9}};
|
||||
fails([&] { schemas.validate_component(light_component); }, "validation.light_cone");
|
||||
light_component["fields"] = {{"kind", "spot"},
|
||||
{"inner_angle", 0.2},
|
||||
{"outer_angle", 0.5},
|
||||
{"shadow_priority", std::int64_t{2147483648}}};
|
||||
fails([&] { schemas.validate_component(light_component); }, "validation.maximum");
|
||||
AuthoringService service(root, schemas);
|
||||
auto created = service.create("Courtyard", 3);
|
||||
const std::string id = created["id"];
|
||||
|
||||
@@ -59,6 +59,15 @@ int main() {
|
||||
faset::atomic_write_json(reflection_file, metadata);
|
||||
must_reject([&] { (void)faset::render::detail::load_gpu_shader_bundle(temporary); },
|
||||
"A consistently rehashed but incompatible GPU record stride must be rejected");
|
||||
faset::atomic_write_json(reflection_file,
|
||||
faset::read_json(original / "gpuPostCullMain.reflection.json"));
|
||||
reflection_file = temporary / "gpuVertexMain.reflection.json";
|
||||
metadata = faset::read_json(original / "gpuVertexMain.reflection.json");
|
||||
metadata["layout"]["descriptors"][0]["set"] = 1;
|
||||
metadata["layout_fingerprint"] = faset::sha256(metadata["layout"].dump());
|
||||
faset::atomic_write_json(reflection_file, metadata);
|
||||
must_reject([&] { (void)faset::render::detail::load_gpu_shader_bundle(temporary); },
|
||||
"GPU graphics scene buffers must stay in descriptor set two");
|
||||
fs::remove(temporary / "gpuHzbMain.spv");
|
||||
must_reject([&] { (void)faset::render::detail::load_gpu_shader_bundle(temporary); },
|
||||
"Missing P2 entry must be rejected");
|
||||
|
||||
@@ -0,0 +1,191 @@
|
||||
#include <faset/render/lighting.hpp>
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include <stdexcept>
|
||||
|
||||
using namespace faset::render;
|
||||
namespace {
|
||||
void require(bool condition, const char* message) {
|
||||
if (!condition)
|
||||
throw std::runtime_error(message);
|
||||
}
|
||||
Snapshot fixture() {
|
||||
Snapshot frame;
|
||||
const Vec3 eye{0, 2, 8};
|
||||
const auto view = look_at(eye, {0, 0, 0});
|
||||
const auto projection = perspective(.9f, 16.f / 9.f, .1f, 120.f);
|
||||
frame.eye = eye;
|
||||
frame.view_projection = multiply(projection, view);
|
||||
frame.projection = projection;
|
||||
frame.camera_frustum = CameraFrustum{view, projection, .1f, 120.f, true};
|
||||
frame.authored_lights_present = true;
|
||||
frame.sun = SunLight{"sun", {-.7f, -.5f, -.3f}, {1, 1, 1, 1}, 1, true};
|
||||
return frame;
|
||||
}
|
||||
LocalLight point_light(std::string id, int priority = 0) {
|
||||
LocalLight light;
|
||||
light.kind = LocalLight::Kind::Point;
|
||||
light.stable_id = std::move(id);
|
||||
light.position = {0, 2, 0};
|
||||
light.range = 12;
|
||||
light.shadow_priority = priority;
|
||||
return light;
|
||||
}
|
||||
LocalLight spot_light(std::string id, int priority = 0) {
|
||||
auto light = point_light(std::move(id), priority);
|
||||
light.kind = LocalLight::Kind::Spot;
|
||||
light.direction = {0, -1, 0};
|
||||
return light;
|
||||
}
|
||||
bool contains_caster(const ShadowView& view, std::uint32_t draw_index) {
|
||||
return std::find(view.caster_indices.begin(), view.caster_indices.end(), draw_index) !=
|
||||
view.caster_indices.end();
|
||||
}
|
||||
void run() {
|
||||
auto frame = fixture();
|
||||
const auto plan = build_shadow_plan(frame, {}, {});
|
||||
require(plan.sun_views.size() == 4 && plan.effective_sun_cascades == 4,
|
||||
"Explicit camera receives four usable sun cascades");
|
||||
require(plan.sun_views[0].split_near == .1f &&
|
||||
std::abs(plan.sun_views.back().split_far - 80.f) < 1e-4f,
|
||||
"Practical splits start at camera near and stop at shadow distance");
|
||||
for (std::size_t i = 1; i < plan.sun_views.size(); ++i)
|
||||
require(plan.sun_views[i].split_near == plan.sun_views[i - 1].split_far &&
|
||||
plan.sun_views[i].split_far > plan.sun_views[i].split_near,
|
||||
"Cascade split endpoints are strictly increasing and contiguous");
|
||||
require(plan.sun_views[0].tile_index == 0 && plan.sun_views[3].tile_index == 3 &&
|
||||
plan.sun_views[0].usable_size == 1020,
|
||||
"Four guarded 1024-square tiles fit a 2048-square sun atlas");
|
||||
auto shifted = frame;
|
||||
shifted.eye[0] += .00001f;
|
||||
const auto shifted_view = look_at(shifted.eye, {.00001f, 0, 0});
|
||||
shifted.camera_frustum->view = shifted_view;
|
||||
shifted.view_projection = multiply(shifted.projection, shifted_view);
|
||||
const auto stable = build_shadow_plan(shifted, {}, {});
|
||||
require(stable.sun_views[0].snapped_center_x == plan.sun_views[0].snapped_center_x &&
|
||||
stable.sun_views[0].snapped_center_y == plan.sun_views[0].snapped_center_y,
|
||||
"Subtexel camera translation retains the snapped sun projection origin");
|
||||
const auto sun_direction = frame.sun->direction;
|
||||
const auto inv_length = 1.f / std::hypot(sun_direction[0], sun_direction[1], sun_direction[2]);
|
||||
const Vec3 upstream{-sun_direction[0] * inv_length * 18,
|
||||
-sun_direction[1] * inv_length * 18,
|
||||
-sun_direction[2] * inv_length * 18};
|
||||
const ShadowCasterBounds offscreen{{{upstream[0] - .5f, upstream[1] - .5f,
|
||||
upstream[2] - .5f},
|
||||
{upstream[0] + .5f, upstream[1] + .5f,
|
||||
upstream[2] + .5f}}, 7};
|
||||
const ShadowCasterBounds outside{{{999, 0, 0}, {1001, 2, 2}}, 8};
|
||||
const std::array casters{offscreen, outside};
|
||||
const auto with_casters = build_shadow_plan(frame, casters, {});
|
||||
require(std::any_of(with_casters.sun_views.begin(), with_casters.sun_views.end(),
|
||||
[](const auto& view) { return contains_caster(view, 7); }),
|
||||
"Offscreen upstream caster remains in a receiver's sun shadow view");
|
||||
require(std::none_of(with_casters.sun_views.begin(), with_casters.sun_views.end(),
|
||||
[](const auto& view) { return contains_caster(view, 8); }),
|
||||
"Caster outside every sun XY footprint is excluded");
|
||||
std::vector<ShadowCasterBounds> many(4097, {{{-.1f, -.1f, -.1f}, {.1f, .1f, .1f}}, 0});
|
||||
for (std::uint32_t i = 0; i < many.size(); ++i)
|
||||
many[i].draw_index = i;
|
||||
const auto overdraw = build_shadow_plan(frame, many, {});
|
||||
require(overdraw.caster_draws <= 4096 &&
|
||||
std::any_of(overdraw.sun_views.begin(), overdraw.sun_views.end(),
|
||||
[](const auto& view) {
|
||||
return !view.valid && view.reason == ShadowDropReason::CasterBudget &&
|
||||
view.caster_indices.empty();
|
||||
}),
|
||||
"A view with 4097 casters is skipped whole rather than partially rendered");
|
||||
frame.sun.reset();
|
||||
for (int i = 0; i < 15; ++i)
|
||||
frame.local_lights.push_back(spot_light("spot-" + std::to_string(i), 10));
|
||||
frame.local_lights.push_back(point_light("last-point"));
|
||||
const auto capacity = build_shadow_plan(frame, {}, {});
|
||||
require(capacity.local_faces_used == 15 && capacity.dropped_point_faces == 6 &&
|
||||
capacity.local_faces_used <= 16 && capacity.caster_draws <= 4096,
|
||||
"Insufficient room for six point faces drops the complete point shadow");
|
||||
require(capacity.submitted_local_indices.size() == 16 &&
|
||||
std::none_of(capacity.local_views.begin(), capacity.local_views.end(),
|
||||
[](const auto& view) { return view.light_id == "last-point"; }),
|
||||
"Atlas overflow leaves the point light in the lighting list, unshadowed");
|
||||
frame.local_lights = {point_light("omnidirectional")};
|
||||
const ShadowCasterBounds positive_x{{{3, -.2f, -.2f}, {3.4f, .2f, .2f}}, 19};
|
||||
const auto point_faces = build_shadow_plan(frame, std::array{positive_x}, {});
|
||||
require(point_faces.local_views.size() == 6 &&
|
||||
contains_caster(point_faces.local_views[0], 19) &&
|
||||
!contains_caster(point_faces.local_views[1], 19),
|
||||
"Point-light caster behind the opposite face is culled from that face");
|
||||
frame.local_lights.clear();
|
||||
for (int i = 0; i < 15; ++i)
|
||||
frame.local_lights.push_back(spot_light("spot-" + std::to_string(i), 10));
|
||||
frame.local_lights.push_back(point_light("last-point"));
|
||||
auto reversed = frame;
|
||||
std::reverse(reversed.local_lights.begin(), reversed.local_lights.end());
|
||||
const auto reordered = build_shadow_plan(reversed, {}, {});
|
||||
require(reordered.local_views.size() == capacity.local_views.size(),
|
||||
"Reversing input lights preserves scheduled view count");
|
||||
for (std::size_t i = 0; i < capacity.local_views.size(); ++i)
|
||||
require(reordered.local_views[i].light_id == capacity.local_views[i].light_id &&
|
||||
reordered.local_views[i].tile_index == capacity.local_views[i].tile_index,
|
||||
"Stable IDs preserve atlas assignments across input reordering");
|
||||
frame.local_lights.clear();
|
||||
for (int i = 0; i < 128; ++i) {
|
||||
auto light = spot_light("ordinary-" + std::to_string(i));
|
||||
light.casts_shadow = false;
|
||||
frame.local_lights.push_back(light);
|
||||
}
|
||||
auto important = spot_light("late-high-priority", 5);
|
||||
important.casts_shadow = false;
|
||||
frame.local_lights.push_back(important);
|
||||
const auto ranked = build_shadow_plan(frame, {}, {});
|
||||
require(ranked.submitted_local_indices.size() == 128 &&
|
||||
ranked.omitted_local_lights == 1 &&
|
||||
ranked.submitted_local_indices.front() == 128,
|
||||
"Submission selects all 128 by priority and reports one omitted light");
|
||||
frame.local_lights.back().range = -1;
|
||||
bool invalid_overflow_rejected = false;
|
||||
try {
|
||||
(void)build_shadow_plan(frame, {}, {});
|
||||
} catch (const std::invalid_argument&) {
|
||||
invalid_overflow_rejected = true;
|
||||
}
|
||||
require(invalid_overflow_rejected,
|
||||
"All authored lights are validated even when beyond the submission cap");
|
||||
frame.local_lights.clear();
|
||||
frame.sun.reset();
|
||||
const auto no_sun = build_shadow_plan(frame, {}, {});
|
||||
require(no_sun.requested_sun_cascades == 0 && no_sun.sun_views.empty(),
|
||||
"Authored lights suppress legacy sun even when none is enabled");
|
||||
for (int i = 0; i < 20; ++i)
|
||||
frame.local_lights.push_back(spot_light("over-cap-" + std::to_string(i)));
|
||||
ShadowBudget relaxed;
|
||||
relaxed.max_local_faces = 64;
|
||||
relaxed.max_local_lights = 256;
|
||||
const auto clamped = build_shadow_plan(frame, {}, relaxed);
|
||||
require(clamped.local_faces_used == 16 && clamped.dropped_local_faces == 4,
|
||||
"Fixed 4x4 local atlas never allocates outside its sixteen tiles");
|
||||
frame = fixture();
|
||||
frame.camera_frustum.reset();
|
||||
const auto legacy = build_shadow_plan(frame, {}, {});
|
||||
require(legacy.sun_views.size() == 1 && legacy.effective_sun_cascades == 1,
|
||||
"A low-level snapshot without camera frustum uses one reported sun view");
|
||||
frame = fixture();
|
||||
ShadowBudget unsupported;
|
||||
unsupported.sun_atlas_available = false;
|
||||
const auto no_atlas = build_shadow_plan(frame, {}, unsupported);
|
||||
require(no_atlas.effective_sun_cascades == 0 &&
|
||||
no_atlas.dropped_sun_views == 4 &&
|
||||
no_atlas.sun_views[0].reason == ShadowDropReason::Unavailable,
|
||||
"Unsupported depth atlas yields an explicit unshadowed sun fallback");
|
||||
}
|
||||
} // namespace
|
||||
int main() {
|
||||
try {
|
||||
run();
|
||||
std::cout << "Shadow planning, stable allocation, caster visibility, and budgets passed\n";
|
||||
return 0;
|
||||
} catch (const std::exception& error) {
|
||||
std::cerr << error.what() << '\n';
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
@@ -59,6 +59,27 @@ int main() {
|
||||
const auto original_reflection = read_text(bundle / "fragmentMain.reflection.json");
|
||||
const auto original_fingerprint = Json::parse(original_reflection).at("layout_fingerprint");
|
||||
render::validate_shader_bundle(bundle);
|
||||
auto bad_lighting_stride = Json::parse(original_reflection);
|
||||
auto& lighting_descriptors = bad_lighting_stride["layout"]["descriptors"];
|
||||
bool found_local_buffer = false;
|
||||
for (auto& descriptor : lighting_descriptors)
|
||||
if (descriptor["set"] == 1 && descriptor["binding"] == 1) {
|
||||
descriptor["element_stride"] = 96;
|
||||
found_local_buffer = true;
|
||||
}
|
||||
require(found_local_buffer, "Lighting stride fixture exists");
|
||||
bad_lighting_stride["layout_fingerprint"] =
|
||||
sha256(bad_lighting_stride["layout"].dump());
|
||||
atomic_write_json(bundle / "fragmentMain.reflection.json", bad_lighting_stride);
|
||||
bool rejected_lighting_stride = false;
|
||||
try {
|
||||
render::validate_shader_bundle(bundle);
|
||||
} catch (const std::exception&) {
|
||||
rejected_lighting_stride = true;
|
||||
}
|
||||
require(rejected_lighting_stride,
|
||||
"Rehashed incompatible local-light element stride must be rejected");
|
||||
atomic_write(bundle / "fragmentMain.reflection.json", original_reflection);
|
||||
render::RendererConfig configuration;
|
||||
configuration.width = configuration.height = 64;
|
||||
configuration.headless = true;
|
||||
@@ -161,6 +182,18 @@ int main() {
|
||||
atomic_write(bundle / "fragmentMain.spv", "damaged bytecode");
|
||||
retained();
|
||||
restore();
|
||||
auto incompatible = original_source;
|
||||
auto at = incompatible.find(" float4 reserved;");
|
||||
require(at != std::string::npos, "Local-light stride fixture exists");
|
||||
incompatible.replace(at, std::string(" float4 reserved;").size(),
|
||||
" float4 reserved;\n float4 incompatibleExtraLane;");
|
||||
atomic_write(source, incompatible);
|
||||
require(compile(source, bundle) == 0, "Compile incompatible light-buffer stride");
|
||||
require(read_json(bundle / "fragmentMain.reflection.json").at("layout_fingerprint") !=
|
||||
original_fingerprint,
|
||||
"Lighting stride edit changes normalized layout fingerprint");
|
||||
retained();
|
||||
restore();
|
||||
auto malformed = original_spirv;
|
||||
for (int i = 0; i < 4; ++i)
|
||||
malformed[20 + i] = 0; // zero-word SPIR-V instruction
|
||||
@@ -170,8 +203,8 @@ int main() {
|
||||
atomic_write_json(bundle / "fragmentMain.reflection.json", metadata);
|
||||
retained();
|
||||
restore();
|
||||
auto incompatible = original_source;
|
||||
auto at = incompatible.find("[[vk::binding(2,0)]]");
|
||||
incompatible = original_source;
|
||||
at = incompatible.find("[[vk::binding(2,0)]]");
|
||||
require(at != std::string::npos, "Shader descriptor fixture exists");
|
||||
incompatible.replace(at, std::string("[[vk::binding(2,0)]]").size(),
|
||||
"[[vk::binding(7,0)]]");
|
||||
|
||||
@@ -134,6 +134,102 @@ int main(int argc, char** argv) {
|
||||
renderer.render(scene);
|
||||
pixels = renderer.pixels();
|
||||
require(pixels[index + 2] > 220, "Texture revision upload");
|
||||
Snapshot two_lights;
|
||||
two_lights.eye = {0, 0, 6};
|
||||
two_lights.projection = perspective(.85f, 320.f / 240.f, .1f, 30.f);
|
||||
two_lights.view_projection =
|
||||
multiply(two_lights.projection, look_at(two_lights.eye, {0, 0, 0}));
|
||||
two_lights.authored_lights_present = true;
|
||||
two_lights.draws.push_back(
|
||||
{cube_mesh(), transform({-1.4f, 0, 0}), {.5f, .5f, .5f, 1}, .6f, 0, false});
|
||||
two_lights.draws.back().instance_key = "left-light-receiver";
|
||||
two_lights.draws.push_back(
|
||||
{cube_mesh(), transform({1.4f, 0, 0}), {.5f, .5f, .5f, 1}, .6f, 0, false});
|
||||
two_lights.draws.back().instance_key = "right-light-receiver";
|
||||
two_lights.ui_quads.push_back({8, 8, 40, 20, {.8f, .1f, .15f, 1}});
|
||||
for (auto mode : {VisibilityMode::Direct, VisibilityMode::GpuFrustum}) {
|
||||
renderer.set_visibility_mode(mode);
|
||||
renderer.render(two_lights);
|
||||
const auto dark = renderer.pixels();
|
||||
require(renderer.stats().validation_errors == 0,
|
||||
"Zero-local-light descriptors are initialized");
|
||||
auto legacy_lights = two_lights;
|
||||
legacy_lights.authored_lights_present = false;
|
||||
renderer.render(legacy_lights);
|
||||
const auto legacy = renderer.pixels();
|
||||
const auto left = (120 * 320 + 99) * 4;
|
||||
require(legacy[left] > dark[left] + 15,
|
||||
"Authored-light presence suppresses the legacy sun even without a local light");
|
||||
two_lights.local_lights = {
|
||||
{LocalLight::Kind::Point, "red", {-1.4f, 0, 1.4f}, {0, 0, -1},
|
||||
{1, 0, 0, 1}, 8, 2.2f, .35f, .7f, false, 0},
|
||||
{LocalLight::Kind::Point, "blue", {1.4f, 0, 1.4f}, {0, 0, -1},
|
||||
{0, 0, 1, 1}, 8, 2.5f, .35f, .7f, false, 0}};
|
||||
renderer.render(two_lights);
|
||||
const auto lit = renderer.pixels();
|
||||
const auto right = (120 * 320 + 221) * 4;
|
||||
const auto ui = (10 * 320 + 10) * 4;
|
||||
require(lit[left] > dark[left] + 20 && lit[right + 2] > dark[right + 2] + 20,
|
||||
"Separated red and blue point lights illuminate their receivers");
|
||||
require(std::abs(int(lit[left + 2]) - int(dark[left + 2])) < 6 &&
|
||||
std::abs(int(lit[right]) - int(dark[right])) < 6,
|
||||
"Local light range keeps the opposite colored light off each receiver");
|
||||
for (int channel = 0; channel < 4; ++channel)
|
||||
require(lit[ui + channel] == dark[ui + channel],
|
||||
"Lighting changes leave UI tint unchanged");
|
||||
require(renderer.stats().validation_errors == 0,
|
||||
"Direct and GPU local lighting report no Vulkan errors");
|
||||
if (mode == VisibilityMode::GpuFrustum)
|
||||
require(renderer.stats().effective_visibility_mode == VisibilityMode::GpuFrustum,
|
||||
"Local light image test actually exercises the GPU visibility path");
|
||||
two_lights.local_lights[1].kind = LocalLight::Kind::Spot;
|
||||
renderer.render(two_lights);
|
||||
const auto aimed = renderer.pixels();
|
||||
two_lights.local_lights[1].direction = {1, 0, 0};
|
||||
renderer.render(two_lights);
|
||||
const auto turned = renderer.pixels();
|
||||
require(aimed[right + 2] > turned[right + 2] + 20,
|
||||
"Spotlight cone direction changes receiver illumination");
|
||||
two_lights.local_lights.clear();
|
||||
}
|
||||
renderer.set_visibility_mode(VisibilityMode::Direct);
|
||||
renderer.render(two_lights);
|
||||
const auto unlit_overflow = renderer.pixels();
|
||||
for (int i = 0; i < 128; ++i) {
|
||||
LocalLight local;
|
||||
local.stable_id = "low-priority-" + std::to_string(i);
|
||||
local.position = {20, 20, 20};
|
||||
local.range = 1;
|
||||
local.intensity = 0;
|
||||
local.casts_shadow = false;
|
||||
two_lights.local_lights.push_back(local);
|
||||
}
|
||||
LocalLight high;
|
||||
high.stable_id = "last-high-priority";
|
||||
high.position = {-1.4f, 0, 1.4f};
|
||||
high.color = {1, 0, 0, 1};
|
||||
high.range = 2.2f;
|
||||
high.intensity = 8;
|
||||
high.shadow_priority = 10;
|
||||
high.casts_shadow = false;
|
||||
two_lights.local_lights.push_back(high);
|
||||
two_lights.local_lights.back().range = -1;
|
||||
bool overflow_validation_failed = false;
|
||||
try {
|
||||
renderer.render(two_lights);
|
||||
} catch (const std::invalid_argument&) {
|
||||
overflow_validation_failed = true;
|
||||
}
|
||||
require(overflow_validation_failed,
|
||||
"Renderer validates light records beyond the 128-light cap");
|
||||
two_lights.local_lights.back().range = 2.2f;
|
||||
renderer.render(two_lights);
|
||||
const auto ranked_pixels = renderer.pixels();
|
||||
const auto ranked_left = (120 * 320 + 99) * 4;
|
||||
require(renderer.stats().submitted_local_lights == 128 &&
|
||||
renderer.stats().omitted_local_lights == 1 &&
|
||||
ranked_pixels[ranked_left] > unlit_overflow[ranked_left] + 20,
|
||||
"High-priority last light is submitted and omitted count is observable");
|
||||
if (argc > 2)
|
||||
renderer.capture(argv[2]);
|
||||
renderer.resize(400, 300);
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||
#include <bit>
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <faset/assets/asset_pipeline.hpp>
|
||||
#include <faset/core/io.hpp>
|
||||
#include <faset/player/SceneView.hpp>
|
||||
#include <faset/runtime/Runtime.hpp>
|
||||
#include <iostream>
|
||||
#include <limits>
|
||||
#include <numbers>
|
||||
#include <stdexcept>
|
||||
|
||||
@@ -23,12 +25,137 @@ template <class F> void rejects(F&& function, const char* message) {
|
||||
}
|
||||
check(caught, message);
|
||||
}
|
||||
template <class F>
|
||||
void rejectsContaining(F&& function, std::string_view entityId, std::string_view field) {
|
||||
try {
|
||||
function();
|
||||
} catch (const std::exception& error) {
|
||||
const std::string_view what(error.what());
|
||||
check(what.find(entityId) != std::string_view::npos &&
|
||||
what.find(field) != std::string_view::npos,
|
||||
"Invalid light reports entity and field");
|
||||
return;
|
||||
}
|
||||
throw std::runtime_error("Invalid light was accepted");
|
||||
}
|
||||
Json component(std::string type, Json fields) {
|
||||
return {{"id", type}, {"type", type}, {"version", 1}, {"fields", fields}};
|
||||
}
|
||||
Json entity(std::string id, Json parent, Json components) {
|
||||
return {{"id", id}, {"name", id}, {"parent", parent}, {"components", components}};
|
||||
}
|
||||
void lightingExtraction(faset::player::SceneView& view) {
|
||||
auto scene = Json{{"format", "faset.scene"},
|
||||
{"version", 1},
|
||||
{"id", "lighting"},
|
||||
{"name", "Lighting"},
|
||||
{"dimension", 3},
|
||||
{"instances", Json::array()},
|
||||
{"entities", Json::array()}};
|
||||
const auto empty = view.build(scene, 16.f / 9.f);
|
||||
check(!empty.authored_lights_present && !empty.sun && empty.local_lights.empty(),
|
||||
"Scene with no lights leaves legacy sun fallback available");
|
||||
check(empty.camera_frustum && empty.camera_frustum->perspective &&
|
||||
empty.camera_frustum->near_plane > 0 &&
|
||||
empty.camera_frustum->far_plane > empty.camera_frustum->near_plane &&
|
||||
faset::render::multiply(empty.camera_frustum->projection,
|
||||
empty.camera_frustum->view) == empty.view_projection,
|
||||
"3D extraction retains an unjittered camera frustum");
|
||||
scene["entities"] = Json::array({
|
||||
entity("sun", nullptr,
|
||||
Json::array({component("faset.transform", {{"rotation", {0, .4, 0}}}),
|
||||
component("faset.light", {{"kind", "directional"},
|
||||
{"color", {1, .8, .6, 1}},
|
||||
{"intensity", 2.5},
|
||||
{"casts_shadow", false}})})),
|
||||
entity("point", nullptr,
|
||||
Json::array({component("faset.transform", {{"position", {2, 3, 4}}}),
|
||||
component("faset.light", {{"kind", "point"},
|
||||
{"color", {1, 0, 0, 1}},
|
||||
{"intensity", 4},
|
||||
{"range", 6},
|
||||
{"shadow_priority", 3}})})),
|
||||
entity("spot", nullptr,
|
||||
Json::array({component("faset.transform", {{"position", {-2, 1, 0}}}),
|
||||
component("faset.light", {{"kind", "spot"},
|
||||
{"color", {0, 0, 1, 1}},
|
||||
{"intensity", 3},
|
||||
{"range", 8},
|
||||
{"inner_angle", .2},
|
||||
{"outer_angle", .6}})}))});
|
||||
const auto a = view.build(scene, 16.f / 9.f);
|
||||
check(a.authored_lights_present && a.sun && a.local_lights.size() == 2,
|
||||
"Directional, point, and spot lights survive extraction");
|
||||
check(a.sun->color[1] == .8f && a.sun->intensity == 2.5f && !a.sun->casts_shadow,
|
||||
"Authored sun properties survive extraction");
|
||||
check(a.local_lights[0].kind == faset::render::LocalLight::Kind::Point &&
|
||||
a.local_lights[0].position == faset::render::Vec3{2, 3, 4} &&
|
||||
a.local_lights[0].range == 6 && a.local_lights[0].shadow_priority == 3,
|
||||
"Point fields and transform survive extraction");
|
||||
check(a.local_lights[1].kind == faset::render::LocalLight::Kind::Spot &&
|
||||
a.local_lights[1].inner_angle == .2f && a.local_lights[1].outer_angle == .6f,
|
||||
"Spot cone survives extraction");
|
||||
std::reverse(scene["entities"].begin(), scene["entities"].end());
|
||||
const auto b = view.build(scene, 16.f / 9.f);
|
||||
check(a.sun->stable_id == b.sun->stable_id &&
|
||||
a.local_lights[0].stable_id == b.local_lights[0].stable_id &&
|
||||
a.local_lights[1].stable_id == b.local_lights[1].stable_id,
|
||||
"Light identity and ordering ignore entity array order");
|
||||
scene["entities"].erase(scene["entities"].begin() + 2);
|
||||
const auto localOnly = view.build(scene, 1);
|
||||
check(localOnly.authored_lights_present && !localOnly.sun &&
|
||||
localOnly.local_lights.size() == 2,
|
||||
"Local-only lighting does not synthesize a sun");
|
||||
scene["entities"] = Json::array({entity(
|
||||
"disabled-sun", nullptr,
|
||||
Json::array({component("faset.light", {{"kind", "directional"}, {"enabled", false}})}))});
|
||||
const auto disabled = view.build(scene, 1);
|
||||
check(disabled.authored_lights_present && !disabled.sun && disabled.local_lights.empty(),
|
||||
"Explicit disabled sun suppresses legacy fallback");
|
||||
scene["entities"][0]["components"][0]["version"] = 2;
|
||||
const auto future = view.build(scene, 1);
|
||||
check(future.authored_lights_present && !future.sun,
|
||||
"Opaque future-version light still suppresses legacy fallback");
|
||||
scene["entities"] = Json::array({
|
||||
entity("sun-z", nullptr, Json::array({component("faset.light", Json::object())})),
|
||||
entity("sun-a", nullptr, Json::array({component("faset.light", Json::object())}))});
|
||||
const auto twoSuns = view.build(scene, 1);
|
||||
check(twoSuns.sun && twoSuns.sun->stable_id.find("sun-a") != std::string::npos,
|
||||
"Multiple suns select lowest stable identity");
|
||||
check(!view.diagnostics().empty() &&
|
||||
view.diagnostics().front().find("directional") != std::string::npos,
|
||||
"Additional directionals produce an actionable diagnostic");
|
||||
scene["entities"] = Json::array({entity(
|
||||
"bad-light", nullptr,
|
||||
Json::array({component("faset.light", {{"kind", "point"}, {"range", 0}})}))});
|
||||
rejectsContaining([&] { view.build(scene, 1); }, "bad-light", "range");
|
||||
scene["entities"][0]["components"][0]["fields"] =
|
||||
{{"kind", "spot"}, {"range", 10}, {"inner_angle", .8}, {"outer_angle", .2}};
|
||||
rejectsContaining([&] { view.build(scene, 1); }, "bad-light", "inner_angle");
|
||||
scene["entities"][0]["components"][0]["fields"] = {{"kind", "area"}};
|
||||
rejectsContaining([&] { view.build(scene, 1); }, "bad-light", "kind");
|
||||
scene["entities"][0]["components"][0]["fields"] =
|
||||
{{"kind", "point"}, {"shadow_priority", std::int64_t{2147483648}}};
|
||||
rejectsContaining([&] { view.build(scene, 1); }, "bad-light", "shadow_priority");
|
||||
scene["entities"][0]["components"][0]["fields"] = {{"kind", "point"}};
|
||||
scene["entities"][0]["components"].insert(
|
||||
scene["entities"][0]["components"].begin(),
|
||||
component("faset.transform", {{"scale", {1, 1, 0}}}));
|
||||
const auto flatPoint = view.build(scene, 1);
|
||||
check(flatPoint.local_lights.size() == 1 &&
|
||||
flatPoint.local_lights[0].kind == faset::render::LocalLight::Kind::Point,
|
||||
"Point light accepts a zero Z scale because it needs only a position");
|
||||
scene["entities"][0]["components"].erase(scene["entities"][0]["components"].begin());
|
||||
scene["entities"][0]["components"][0]["fields"] =
|
||||
{{"kind", "point"},
|
||||
{"color", Json::array({1, std::numeric_limits<double>::quiet_NaN(), 1, 1})}};
|
||||
rejectsContaining([&] { view.build(scene, 1); }, "bad-light", "color");
|
||||
scene["entities"][0]["components"].insert(
|
||||
scene["entities"][0]["components"].begin(),
|
||||
component("faset.transform", {{"position", {0, 0, 0}},
|
||||
{"scale", Json::array({1, std::numeric_limits<double>::quiet_NaN(), 1})}}));
|
||||
rejectsContaining([&] { view.build(scene, 1); }, "bad-light", "transform");
|
||||
}
|
||||
void physicsDebug(faset::player::SceneView& view) {
|
||||
for (int dimension : {2, 3}) {
|
||||
const std::string bodyName = dimension == 2 ? "rigid_body_2d" : "rigid_body_3d";
|
||||
@@ -159,6 +286,7 @@ void run() {
|
||||
faset::atomic_write(folder / "version.fscene", version);
|
||||
rejects([&] { faset::player::readScene(folder / "version.fscene"); }, "reject cooked version");
|
||||
faset::player::SceneView view(folder);
|
||||
lightingExtraction(view);
|
||||
physicsDebug(view);
|
||||
auto snapshot = view.build(scene, 16.f / 9.f);
|
||||
check(snapshot.draws.size() == 1, "SceneView builtin mesh");
|
||||
|
||||
@@ -36,6 +36,35 @@ def parameter(name: str, index: int, shape: str, access: str, stride: int | None
|
||||
|
||||
|
||||
class ReflectionTests(unittest.TestCase):
|
||||
def test_graphics_lighting_abi(self):
|
||||
compiler = os.environ["FASET_TEST_SLANGC"]
|
||||
with tempfile.TemporaryDirectory(prefix="faset-lighting-abi-") as directory:
|
||||
for source, entry, defines in (
|
||||
("baseline.slang", "fragmentMain", []),
|
||||
("gpu_scene.slang", "gpuVertexMain", ["--define", "FASET_GPU_GRAPHICS=1"]),
|
||||
):
|
||||
process = subprocess.run(
|
||||
[sys.executable, str(SCRIPT), "--compiler", compiler, "--source",
|
||||
str(SCRIPT.parents[1] / "shaders" / source), "--entry", entry,
|
||||
*defines, "--output", directory],
|
||||
capture_output=True, text=True,
|
||||
)
|
||||
self.assertEqual(process.returncode, 0, process.stderr)
|
||||
fragment = json.loads((Path(directory) / "fragmentMain.reflection.json").read_text())
|
||||
gpu_vertex = json.loads((Path(directory) / "gpuVertexMain.reflection.json").read_text())
|
||||
lighting = {
|
||||
(d["set"], d["binding"]): (d["type"], d.get("element_stride"))
|
||||
for d in fragment["layout"]["descriptors"]
|
||||
}
|
||||
self.assertEqual([lighting[1, i] for i in range(4)],
|
||||
[("storage_buffer", 80), ("storage_buffer", 80),
|
||||
("storage_buffer", 112), ("sampled_image_2d", None)])
|
||||
graphics = {
|
||||
(d["set"], d["binding"]): d["element_stride"]
|
||||
for d in gpu_vertex["layout"]["descriptors"]
|
||||
}
|
||||
self.assertEqual([graphics[2, i] for i in range(3)], [224, 4, 208])
|
||||
|
||||
def test_gpu_vertex_paths_do_not_require_shader_draw_parameters(self):
|
||||
# SV_InstanceID makes Slang subtract BaseInstance and emit DrawParameters.
|
||||
# Our indirect commands always use firstInstance=0, so the Vulkan instance
|
||||
|
||||
Reference in New Issue
Block a user