Merge branch 'expose-csm-settings' of https://github.com/Menotdan/FlaxEngine into Menotdan-expose-csm-settings

This commit is contained in:
Wojtek Figat
2024-01-05 10:42:09 +01:00
6 changed files with 90 additions and 12 deletions

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@@ -236,6 +236,27 @@ API_ENUM(Attributes="Flags") enum class ShadowsCastingMode
DECLARE_ENUM_OPERATORS(ShadowsCastingMode);
/// <summary>
/// The partitioning mode for shadow cascades.
/// </summary>
API_ENUM() enum class PartitionMode
{
/// <summary>
/// Internally defined cascade splits.
/// </summary>
Manual = 0,
/// <summary>
/// Logarithmic cascade splits.
/// </summary>
Logarithmic = 1,
/// <summary>
/// PSSM cascade splits.
/// </summary>
PSSM = 2,
};
/// <summary>
/// Identifies expected GPU resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU.
/// </summary>

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@@ -41,6 +41,12 @@ void DirectionalLight::Draw(RenderContext& renderContext)
data.RenderedVolumetricFog = 0;
data.ShadowsMode = ShadowsMode;
data.CascadeCount = CascadeCount;
data.Cascade1Spacing = Cascade1Spacing;
data.Cascade2Spacing = Cascade2Spacing;
data.Cascade3Spacing = Cascade3Spacing;
data.Cascade4Spacing = Cascade4Spacing;
data.PartitionMode = PartitionMode;
data.ContactShadowsLength = ContactShadowsLength;
data.StaticFlags = GetStaticFlags();
data.ID = GetID();
@@ -56,6 +62,12 @@ void DirectionalLight::Serialize(SerializeStream& stream, const void* otherObj)
SERIALIZE_GET_OTHER_OBJ(DirectionalLight);
SERIALIZE(CascadeCount);
SERIALIZE(Cascade1Spacing);
SERIALIZE(Cascade2Spacing);
SERIALIZE(Cascade3Spacing);
SERIALIZE(Cascade4Spacing);
SERIALIZE(PartitionMode);
}
void DirectionalLight::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
@@ -64,6 +76,12 @@ void DirectionalLight::Deserialize(DeserializeStream& stream, ISerializeModifier
LightWithShadow::Deserialize(stream, modifier);
DESERIALIZE(CascadeCount);
DESERIALIZE(Cascade1Spacing);
DESERIALIZE(Cascade2Spacing);
DESERIALIZE(Cascade3Spacing);
DESERIALIZE(Cascade4Spacing);
DESERIALIZE(PartitionMode);
}
bool DirectionalLight::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)

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@@ -12,12 +12,42 @@ class FLAXENGINE_API DirectionalLight : public LightWithShadow
{
DECLARE_SCENE_OBJECT(DirectionalLight);
public:
/// <summary>
/// The partitioning mode for the shadow cascades.
/// </summary>
API_FIELD(Attributes = "EditorOrder(64), DefaultValue(PartitionMode.Manual), EditorDisplay(\"Shadow\")")
PartitionMode PartitionMode = PartitionMode::Manual;
/// <summary>
/// The number of cascades used for slicing the range of depth covered by the light during shadow rendering. Values are 1, 2 or 4 cascades; a typical scene uses 4 cascades.
/// </summary>
API_FIELD(Attributes="EditorOrder(65), DefaultValue(4), Limit(1, 4), EditorDisplay(\"Shadow\")")
int32 CascadeCount = 4;
/// <summary>
/// Percentage of the shadow distance used by the first cascade.
/// </summary>
API_FIELD(Attributes = "EditorOrder(66), DefaultValue(0.05f), VisibleIf(nameof(ShowCascade1)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade1Spacing = 0.05f;
/// <summary>
/// Percentage of the shadow distance used by the second cascade.
/// </summary>
API_FIELD(Attributes = "EditorOrder(67), DefaultValue(0.15f), VisibleIf(nameof(ShowCascade2)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade2Spacing = 0.15f;
/// <summary>
/// Percentage of the shadow distance used by the third cascade.
/// </summary>
API_FIELD(Attributes = "EditorOrder(68), DefaultValue(0.50f), VisibleIf(nameof(ShowCascade3)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade3Spacing = 0.50f;
/// <summary>
/// Percentage of the shadow distance used by the fourth cascade.
/// </summary>
API_FIELD(Attributes = "EditorOrder(69), DefaultValue(1.0f), VisibleIf(nameof(ShowCascade4)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade4Spacing = 1.0f;
public:
// [LightWithShadow]
void Draw(RenderContext& renderContext) override;

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@@ -0,0 +1,10 @@
namespace FlaxEngine
{
public partial class DirectionalLight
{
bool ShowCascade1 => CascadeCount >= 1 && PartitionMode == PartitionMode.Manual;
bool ShowCascade2 => CascadeCount >= 2 && PartitionMode == PartitionMode.Manual;
bool ShowCascade3 => CascadeCount >= 3 && PartitionMode == PartitionMode.Manual;
bool ShowCascade4 => CascadeCount >= 4 && PartitionMode == PartitionMode.Manual;
}
}

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@@ -46,6 +46,12 @@ struct RendererDirectionalLightData
float ShadowsDistance;
int32 CascadeCount;
float Cascade1Spacing;
float Cascade2Spacing;
float Cascade3Spacing;
float Cascade4Spacing;
PartitionMode PartitionMode;
float ContactShadowsLength;
ShadowsCastingMode ShadowsMode;

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@@ -247,19 +247,12 @@ void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& r
minDistance = cameraNear;
maxDistance = cameraNear + shadowsDistance;
// TODO: expose partition mode?
enum class PartitionMode
{
Manual = 0,
Logarithmic = 1,
PSSM = 2,
};
PartitionMode partitionMode = PartitionMode::Manual;
PartitionMode partitionMode = light.PartitionMode;
float pssmFactor = 0.5f;
float splitDistance0 = 0.05f;
float splitDistance1 = 0.15f;
float splitDistance2 = 0.50f;
float splitDistance3 = 1.00f;
float splitDistance0 = light.Cascade1Spacing;
float splitDistance1 = Math::Max(splitDistance0, light.Cascade2Spacing);
float splitDistance2 = Math::Max(splitDistance1, light.Cascade3Spacing);
float splitDistance3 = Math::Max(splitDistance2, light.Cascade4Spacing);
// Compute the split distances based on the partitioning mode
if (partitionMode == PartitionMode::Manual)