- CascadedShadowMap: 2-cascade directional shadows with frustum-based splits - PointShadowMap: cube depth texture with 6-face rendering - SpotShadowMap: perspective shadow map from spot light cone - Frustum light culling: Gribb-Hartmann plane extraction + sphere tests - Mat4::inverse() for frustum corner computation Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
263 lines
8.9 KiB
Rust
263 lines
8.9 KiB
Rust
use voltex_math::Vec3;
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use crate::light::{LightsUniform, LIGHT_DIRECTIONAL, LIGHT_POINT};
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/// A plane in 3D space: normal.dot(point) + d = 0
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#[derive(Debug, Clone, Copy)]
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pub struct Plane {
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pub normal: Vec3,
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pub d: f32,
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}
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impl Plane {
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/// Normalize the plane equation so that |normal| == 1.
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pub fn normalize(&self) -> Self {
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let len = self.normal.length();
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if len < 1e-10 {
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return *self;
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}
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Self {
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normal: Vec3::new(self.normal.x / len, self.normal.y / len, self.normal.z / len),
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d: self.d / len,
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}
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}
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/// Signed distance from a point to the plane (positive = inside / front).
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pub fn distance(&self, point: Vec3) -> f32 {
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self.normal.dot(point) + self.d
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}
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}
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/// Six-plane frustum (left, right, bottom, top, near, far).
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#[derive(Debug, Clone, Copy)]
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pub struct Frustum {
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pub planes: [Plane; 6],
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}
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/// Extract 6 frustum planes from a view-projection matrix using the
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/// Gribb-Hartmann method.
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///
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/// The planes point inward so that a point is inside if distance >= 0 for all planes.
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/// Matrix is column-major `[[f32;4];4]` (same as `Mat4::cols`).
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pub fn extract_frustum(view_proj: &voltex_math::Mat4) -> Frustum {
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// We work with rows of the VP matrix.
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// For column-major storage cols[c][r]:
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// row[r] = (cols[0][r], cols[1][r], cols[2][r], cols[3][r])
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let m = &view_proj.cols;
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let row = |r: usize| -> [f32; 4] {
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[m[0][r], m[1][r], m[2][r], m[3][r]]
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};
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let r0 = row(0);
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let r1 = row(1);
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let r2 = row(2);
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let r3 = row(3);
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// Left: row3 + row0
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let left = Plane {
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normal: Vec3::new(r3[0] + r0[0], r3[1] + r0[1], r3[2] + r0[2]),
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d: r3[3] + r0[3],
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}.normalize();
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// Right: row3 - row0
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let right = Plane {
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normal: Vec3::new(r3[0] - r0[0], r3[1] - r0[1], r3[2] - r0[2]),
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d: r3[3] - r0[3],
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}.normalize();
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// Bottom: row3 + row1
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let bottom = Plane {
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normal: Vec3::new(r3[0] + r1[0], r3[1] + r1[1], r3[2] + r1[2]),
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d: r3[3] + r1[3],
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}.normalize();
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// Top: row3 - row1
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let top = Plane {
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normal: Vec3::new(r3[0] - r1[0], r3[1] - r1[1], r3[2] - r1[2]),
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d: r3[3] - r1[3],
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}.normalize();
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// Near: row2 (wgpu NDC z in [0,1], so near = row2 directly)
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let near = Plane {
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normal: Vec3::new(r2[0], r2[1], r2[2]),
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d: r2[3],
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}.normalize();
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// Far: row3 - row2
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let far = Plane {
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normal: Vec3::new(r3[0] - r2[0], r3[1] - r2[1], r3[2] - r2[2]),
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d: r3[3] - r2[3],
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}.normalize();
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Frustum {
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planes: [left, right, bottom, top, near, far],
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}
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}
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/// Test whether a sphere (center, radius) is at least partially inside the frustum.
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pub fn sphere_vs_frustum(center: Vec3, radius: f32, frustum: &Frustum) -> bool {
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for plane in &frustum.planes {
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if plane.distance(center) < -radius {
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return false;
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}
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}
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true
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}
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/// Return indices of lights from `lights` that are visible in the given frustum.
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///
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/// - Directional lights are always included.
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/// - Point lights use a bounding sphere (position, range).
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/// - Spot lights use a conservative bounding sphere centered at the light position
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/// with radius equal to the light range.
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pub fn cull_lights(frustum: &Frustum, lights: &LightsUniform) -> Vec<usize> {
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let count = lights.count as usize;
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let mut visible = Vec::with_capacity(count);
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for i in 0..count {
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let light = &lights.lights[i];
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if light.light_type == LIGHT_DIRECTIONAL {
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// Directional lights affect everything
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visible.push(i);
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} else if light.light_type == LIGHT_POINT {
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let center = Vec3::new(light.position[0], light.position[1], light.position[2]);
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if sphere_vs_frustum(center, light.range, frustum) {
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visible.push(i);
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}
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} else {
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// Spot light — use bounding sphere at position with radius = range
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let center = Vec3::new(light.position[0], light.position[1], light.position[2]);
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if sphere_vs_frustum(center, light.range, frustum) {
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visible.push(i);
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}
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}
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}
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visible
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use voltex_math::Mat4;
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use crate::light::{LightData, LightsUniform};
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fn approx_eq(a: f32, b: f32, eps: f32) -> bool {
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(a - b).abs() < eps
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}
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#[test]
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fn test_frustum_extraction_identity() {
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// Identity VP means clip space = NDC directly.
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// For wgpu: x,y in [-1,1], z in [0,1].
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let frustum = extract_frustum(&Mat4::IDENTITY);
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// All 6 planes should be normalized (length ~1)
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for (i, plane) in frustum.planes.iter().enumerate() {
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let len = plane.normal.length();
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assert!(approx_eq(len, 1.0, 1e-4), "Plane {} normal length = {}", i, len);
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}
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}
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#[test]
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fn test_frustum_extraction_perspective() {
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let proj = Mat4::perspective(
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std::f32::consts::FRAC_PI_2, // 90 deg
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1.0,
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0.1,
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100.0,
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);
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let view = Mat4::look_at(
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Vec3::new(0.0, 0.0, 5.0),
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Vec3::ZERO,
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Vec3::Y,
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);
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let vp = proj.mul_mat4(&view);
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let frustum = extract_frustum(&vp);
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// Origin (0,0,0) should be inside the frustum (it's 5 units in front of camera)
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assert!(sphere_vs_frustum(Vec3::ZERO, 0.0, &frustum),
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"Origin should be inside frustum");
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}
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#[test]
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fn test_sphere_inside_frustum() {
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let proj = Mat4::perspective(std::f32::consts::FRAC_PI_2, 1.0, 0.1, 100.0);
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let view = Mat4::look_at(Vec3::new(0.0, 0.0, 5.0), Vec3::ZERO, Vec3::Y);
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let vp = proj.mul_mat4(&view);
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let frustum = extract_frustum(&vp);
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// Sphere at origin with radius 1 — well inside
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assert!(sphere_vs_frustum(Vec3::ZERO, 1.0, &frustum));
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}
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#[test]
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fn test_sphere_outside_frustum() {
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let proj = Mat4::perspective(std::f32::consts::FRAC_PI_2, 1.0, 0.1, 100.0);
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let view = Mat4::look_at(Vec3::new(0.0, 0.0, 5.0), Vec3::ZERO, Vec3::Y);
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let vp = proj.mul_mat4(&view);
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let frustum = extract_frustum(&vp);
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// Sphere far behind the camera
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assert!(!sphere_vs_frustum(Vec3::new(0.0, 0.0, 200.0), 1.0, &frustum),
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"Sphere far behind camera should be outside");
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// Sphere far to the side
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assert!(!sphere_vs_frustum(Vec3::new(500.0, 0.0, 0.0), 1.0, &frustum),
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"Sphere far to the side should be outside");
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}
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#[test]
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fn test_sphere_partially_inside() {
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let proj = Mat4::perspective(std::f32::consts::FRAC_PI_2, 1.0, 0.1, 100.0);
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let view = Mat4::look_at(Vec3::new(0.0, 0.0, 5.0), Vec3::ZERO, Vec3::Y);
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let vp = proj.mul_mat4(&view);
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let frustum = extract_frustum(&vp);
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// Sphere at far plane boundary but with large radius should be inside
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assert!(sphere_vs_frustum(Vec3::new(0.0, 0.0, -96.0), 5.0, &frustum));
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}
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#[test]
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fn test_cull_lights_directional_always_included() {
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let proj = Mat4::perspective(std::f32::consts::FRAC_PI_2, 1.0, 0.1, 50.0);
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let view = Mat4::look_at(Vec3::new(0.0, 0.0, 5.0), Vec3::ZERO, Vec3::Y);
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let vp = proj.mul_mat4(&view);
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let frustum = extract_frustum(&vp);
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let mut lights = LightsUniform::new();
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lights.add_light(LightData::directional([0.0, -1.0, 0.0], [1.0, 1.0, 1.0], 1.0));
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lights.add_light(LightData::point([0.0, 0.0, 0.0], [1.0, 0.0, 0.0], 2.0, 5.0));
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// Point light far away — should be culled
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lights.add_light(LightData::point([500.0, 500.0, 500.0], [0.0, 1.0, 0.0], 2.0, 1.0));
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let visible = cull_lights(&frustum, &lights);
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// Directional (0) always included, point at origin (1) inside, far point (2) culled
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assert!(visible.contains(&0), "Directional light must always be included");
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assert!(visible.contains(&1), "Point light at origin should be visible");
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assert!(!visible.contains(&2), "Far point light should be culled");
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}
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#[test]
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fn test_cull_lights_spot() {
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let proj = Mat4::perspective(std::f32::consts::FRAC_PI_2, 1.0, 0.1, 50.0);
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let view = Mat4::look_at(Vec3::new(0.0, 0.0, 5.0), Vec3::ZERO, Vec3::Y);
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let vp = proj.mul_mat4(&view);
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let frustum = extract_frustum(&vp);
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let mut lights = LightsUniform::new();
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// Spot light inside frustum
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lights.add_light(LightData::spot(
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[0.0, 2.0, 0.0], [0.0, -1.0, 0.0], [1.0, 1.0, 1.0], 3.0, 10.0, 15.0, 30.0,
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));
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// Spot light far away
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lights.add_light(LightData::spot(
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[300.0, 300.0, 300.0], [0.0, -1.0, 0.0], [1.0, 1.0, 1.0], 3.0, 5.0, 15.0, 30.0,
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));
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let visible = cull_lights(&frustum, &lights);
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assert!(visible.contains(&0), "Near spot should be visible");
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assert!(!visible.contains(&1), "Far spot should be culled");
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}
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}
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