Files
game_engine/crates/voltex_renderer/src/frustum.rs
tolelom 1b0e12e824 feat(renderer): add CSM, point/spot shadows, and frustum light culling
- 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>
2026-03-25 20:55:43 +09:00

263 lines
8.9 KiB
Rust

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