// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. #include "ShadowsPass.h" #include "GBufferPass.h" #include "VolumetricFogPass.h" #include "Engine/Graphics/Graphics.h" #include "Engine/Graphics/GPUContext.h" #include "Engine/Graphics/RenderTask.h" #include "Engine/Graphics/RenderBuffers.h" #include "Engine/Graphics/PixelFormatExtensions.h" #include "Engine/Content/Content.h" #include "Engine/Engine/Engine.h" #include "Engine/Graphics/RenderTools.h" #include "Engine/Level/Scene/SceneRendering.h" #include "Engine/Scripting/Enums.h" #include "Engine/Utilities/RectPack.h" #if USE_EDITOR #include "Engine/Renderer/Lightmaps.h" #endif #define SHADOWS_MAX_TILES 6 #define SHADOWS_MIN_RESOLUTION 16 #define NormalOffsetScaleTweak 100.0f #define LocalLightNearPlane 10.0f PACK_STRUCT(struct Data{ ShaderGBufferData GBuffer; ShaderLightData Light; Matrix WVP; Matrix ViewProjectionMatrix; float Dummy0; float TemporalTime; float ContactShadowsDistance; float ContactShadowsLength; }); struct ShadowsAtlasRectTile : RectPack { ShadowsAtlasRectTile(uint16 x, uint16 y, uint16 width, uint16 height) : RectPack(x, y, width, height) { } void OnInsert(class ShadowsCustomBuffer* buffer); void OnFree(ShadowsCustomBuffer* buffer); }; uint16 QuantizeResolution(float input) { uint16 output = Math::FloorToInt(input); uint16 alignment = 16; if (output >= 512) alignment = 64; else if (output >= 256) alignment = 32; output = Math::AlignDown(output, alignment); return output; } // State for shadow projection struct ShadowAtlasLightTile { ShadowsAtlasRectTile* RectTile; Matrix WorldToShadow; float FramesToUpdate; // Amount of frames (with fraction) until the next shadow update can happen bool SkipUpdate; Viewport CachedViewport; // The viewport used the last time to render shadow to the atlas void Free(ShadowsCustomBuffer* buffer) { if (RectTile) { RectTile->Free(buffer); RectTile = nullptr; } } void SetWorldToShadow(const Matrix& shadowViewProjection) { // Transform Clip Space [-1,+1]^2 to UV Space [0,1]^2 (saves MAD instruction in shader) const Matrix ClipToUV( 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.0f, 1.0f); Matrix m; Matrix::Multiply(shadowViewProjection, ClipToUV, m); Matrix::Transpose(m, WorldToShadow); } }; // State for shadow cache sed to invalidate any prerendered shadow depths struct ShadowAtlasLightCache { bool Valid; float ShadowsUpdateRate; float ShadowsUpdateRateAtDistance; Float3 Position; float Radius; Float3 Direction; float Distance; Float4 CascadeSplits; void Set(const RenderView& view, const RenderLightData& light, const Float4& cascadeSplits = Float4::Zero) { Valid = true; Distance = light.ShadowsDistance; ShadowsUpdateRate = light.ShadowsUpdateRate; ShadowsUpdateRateAtDistance = light.ShadowsUpdateRateAtDistance; if (light.IsDirectionalLight) { // Sun Position = view.Position; Direction = light.Direction; CascadeSplits = cascadeSplits; } else { // Local light const auto& localLight = (const RenderLocalLightData&)light; Position = light.Position; Radius = localLight.Radius; } } }; // State for light's shadows rendering struct ShadowAtlasLight { uint64 LastFrameUsed; int32 ContextIndex; int32 ContextCount; uint16 Resolution; uint8 TilesNeeded; uint8 TilesCount; float Sharpness, Fade, NormalOffsetScale, Bias, FadeDistance, Distance; Float4 CascadeSplits; ShadowAtlasLightTile Tiles[SHADOWS_MAX_TILES]; ShadowAtlasLightCache Cache; ShadowAtlasLight() { Platform::MemoryClear(this, sizeof(ShadowAtlasLight)); } POD_COPYABLE(ShadowAtlasLight); float CalculateUpdateRateInv(const RenderLightData& light, float distanceFromView, bool& freezeUpdate) const { const float shadowsUpdateRate = light.ShadowsUpdateRate; const float shadowsUpdateRateAtDistance = shadowsUpdateRate * light.ShadowsUpdateRateAtDistance; float updateRate = Math::Lerp(shadowsUpdateRate, shadowsUpdateRateAtDistance, Math::Saturate(distanceFromView / Distance)); // TODO: add global shadows update rate scale to be adjusted per-platform freezeUpdate = updateRate <= ZeroTolerance; if (freezeUpdate) return 0.0f; return 1.0f / updateRate; } void ValidateCache(const RenderView& view, const RenderLightData& light) { if (!Cache.Valid) return; if (!Math::NearEqual(Cache.Distance, light.ShadowsDistance) || !Math::NearEqual(Cache.ShadowsUpdateRate, light.ShadowsUpdateRate) || !Math::NearEqual(Cache.ShadowsUpdateRateAtDistance, light.ShadowsUpdateRateAtDistance)) { // Invalidate Cache.Valid = false; } if (light.IsDirectionalLight) { // Sun if (Float3::Dot(Cache.Direction, light.Direction) < 0.999999f || !Float3::NearEqual(Cache.Position, view.Position, 1.0f) || !Float4::NearEqual(Cache.CascadeSplits, CascadeSplits)) { // Invalidate Cache.Valid = false; } } else { // Local light const auto& localLight = (const RenderLocalLightData&)light; if (!Float3::NearEqual(Cache.Position, light.Position, 1.0f) || !Math::NearEqual(Cache.Radius, localLight.Radius)) { // Invalidate Cache.Valid = false; } } for (int32 i = 0; i < TilesCount && Cache.Valid; i++) { auto& tile = Tiles[i]; if (tile.CachedViewport != Viewport(tile.RectTile->X, tile.RectTile->Y, tile.RectTile->Width, tile.RectTile->Height)) { // Invalidate Cache.Valid = false; } } } }; class ShadowsCustomBuffer : public RenderBuffers::CustomBuffer { public: int32 Resolution = 0; int32 AtlasPixelsUsed = 0; mutable bool ClearShadowMapAtlas = true; Vector3 ViewOrigin; GPUTexture* ShadowMapAtlas = nullptr; DynamicTypedBuffer ShadowsBuffer; GPUBufferView* ShadowsBufferView = nullptr; ShadowsAtlasRectTile* AtlasTiles = nullptr; // TODO: optimize with a single allocation for atlas tiles Dictionary Lights; ShadowsCustomBuffer() : ShadowsBuffer(1024, PixelFormat::R32G32B32A32_Float, false, TEXT("ShadowsBuffer")) { ShadowMapAtlas = GPUDevice::Instance->CreateTexture(TEXT("Shadow Map Atlas")); } void ClearTiles() { ClearShadowMapAtlas = true; AtlasPixelsUsed = 0; SAFE_DELETE(AtlasTiles); for (auto it = Lights.Begin(); it.IsNotEnd(); ++it) { auto& atlasLight = it->Value; Platform::MemoryClear(atlasLight.Tiles, sizeof(atlasLight.Tiles)); Platform::MemoryClear(&atlasLight.Cache, sizeof(atlasLight.Cache)); } } void Reset() { Lights.Clear(); ClearTiles(); ViewOrigin = Vector3::Zero; } ~ShadowsCustomBuffer() { Reset(); SAFE_DELETE_GPU_RESOURCE(ShadowMapAtlas); } }; void ShadowsAtlasRectTile::OnInsert(ShadowsCustomBuffer* buffer) { buffer->AtlasPixelsUsed += (int32)Width * (int32)Height; } void ShadowsAtlasRectTile::OnFree(ShadowsCustomBuffer* buffer) { buffer->AtlasPixelsUsed -= (int32)Width * (int32)Height; } String ShadowsPass::ToString() const { return TEXT("ShadowsPass"); } bool ShadowsPass::Init() { // Create pipeline states _psShadowDir.CreatePipelineStates(); _psShadowPoint.CreatePipelineStates(); _psShadowSpot.CreatePipelineStates(); // Load assets _shader = Content::LoadAsyncInternal(TEXT("Shaders/Shadows")); _sphereModel = Content::LoadAsyncInternal(TEXT("Engine/Models/Sphere")); if (_shader == nullptr || _sphereModel == nullptr) return true; #if COMPILE_WITH_DEV_ENV _shader.Get()->OnReloading.Bind(this); #endif // Select format for shadow maps _shadowMapFormat = PixelFormat::Unknown; #if !PLATFORM_SWITCH // TODO: fix shadows performance issue on Switch for (const PixelFormat format : { PixelFormat::D16_UNorm, PixelFormat::D24_UNorm_S8_UInt, PixelFormat::D32_Float }) { const auto formatTexture = PixelFormatExtensions::FindShaderResourceFormat(format, false); const auto formatFeaturesDepth = GPUDevice::Instance->GetFormatFeatures(format); const auto formatFeaturesTexture = GPUDevice::Instance->GetFormatFeatures(formatTexture); if (EnumHasAllFlags(formatFeaturesDepth.Support, FormatSupport::DepthStencil | FormatSupport::Texture2D | FormatSupport::TextureCube) && EnumHasAllFlags(formatFeaturesTexture.Support, FormatSupport::ShaderSample | FormatSupport::ShaderSampleComparison)) { _shadowMapFormat = format; break; } } #endif if (_shadowMapFormat == PixelFormat::Unknown) LOG(Warning, "GPU doesn't support shadows rendering"); return false; } bool ShadowsPass::setupResources() { // Wait for the assets if (!_sphereModel->CanBeRendered() || !_shader->IsLoaded()) return true; auto shader = _shader->GetShader(); // Validate shader constant buffers sizes if (shader->GetCB(0)->GetSize() != sizeof(Data)) { REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data); return true; } // Create pipeline stages GPUPipelineState::Description psDesc; if (!_psShadowPoint.IsValid()) { psDesc = GPUPipelineState::Description::DefaultNoDepth; psDesc.CullMode = CullMode::TwoSided; psDesc.VS = shader->GetVS("VS_Model"); if (_psShadowPoint.Create(psDesc, shader, "PS_PointLight")) return true; } if (!_psShadowDir.IsValid()) { psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle; if (_psShadowDir.Create(psDesc, shader, "PS_DirLight")) return true; } if (!_psShadowSpot.IsValid()) { psDesc = GPUPipelineState::Description::DefaultNoDepth; psDesc.CullMode = CullMode::TwoSided; psDesc.VS = shader->GetVS("VS_Model"); if (_psShadowSpot.Create(psDesc, shader, "PS_SpotLight")) return true; } if (_psDepthClear == nullptr) { psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle; psDesc.PS = GPUDevice::Instance->QuadShader->GetPS("PS_DepthClear"); psDesc.DepthEnable = true; psDesc.DepthWriteEnable = true; psDesc.DepthFunc = ComparisonFunc::Always; psDesc.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::None; _psDepthClear = GPUDevice::Instance->CreatePipelineState(); if (_psDepthClear->Init(psDesc)) return true; } return false; } void ShadowsPass::SetupRenderContext(RenderContext& renderContext, RenderContext& shadowContext) { const auto& view = renderContext.View; // Use the current render view to sync model LODs with the shadow maps rendering stage shadowContext.LodProxyView = &renderContext.View; // Prepare properties auto& shadowView = shadowContext.View; shadowView.Flags = view.Flags; shadowView.StaticFlagsMask = view.StaticFlagsMask; shadowView.RenderLayersMask = view.RenderLayersMask; shadowView.IsOfflinePass = view.IsOfflinePass; shadowView.ModelLODBias = view.ModelLODBias; shadowView.ModelLODDistanceFactor = view.ModelLODDistanceFactor; shadowView.Pass = DrawPass::Depth; shadowView.Origin = view.Origin; shadowContext.List = RenderList::GetFromPool(); shadowContext.Buffers = renderContext.Buffers; shadowContext.Task = renderContext.Task; shadowContext.List->Clear(); } void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderLightData& light, ShadowAtlasLight& atlasLight) { // Copy light properties atlasLight.Sharpness = light.ShadowsSharpness; atlasLight.Fade = light.ShadowsStrength; atlasLight.NormalOffsetScale = light.ShadowsNormalOffsetScale * NormalOffsetScaleTweak * (1.0f / (float)atlasLight.Resolution); atlasLight.Bias = light.ShadowsDepthBias; atlasLight.FadeDistance = Math::Max(light.ShadowsFadeDistance, 0.1f); atlasLight.Distance = Math::Min(renderContext.View.Far, light.ShadowsDistance); } bool ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderLocalLightData& light, ShadowAtlasLight& atlasLight) { SetupLight(renderContext, renderContextBatch, (RenderLightData&)light, atlasLight); // Fade shadow on distance const float fadeDistance = Math::Max(light.ShadowsFadeDistance, 0.1f); const float dstLightToView = Float3::Distance(light.Position, renderContext.View.Position) - light.Radius; const float fade = 1 - Math::Saturate((dstLightToView - atlasLight.Distance + fadeDistance) / fadeDistance); atlasLight.Fade *= fade; // Update cached state (invalidate it if the light changed) atlasLight.ValidateCache(renderContext.View, light); // Calculate update rate based on the distance to the view bool freezeUpdate; const float updateRateInv = atlasLight.CalculateUpdateRateInv(light, dstLightToView, freezeUpdate); float& framesToUpdate = atlasLight.Tiles[0].FramesToUpdate; // Use the first tile for all local light projections to be in sync if ((framesToUpdate > 0.0f || freezeUpdate) && atlasLight.Cache.Valid) { // Light state matches the cached state and the update rate allows us to reuse the cached shadow map so skip update if (!freezeUpdate) framesToUpdate -= 1.0f; for (auto& tile : atlasLight.Tiles) tile.SkipUpdate = true; return true; } framesToUpdate += updateRateInv - 1.0f; // Cache the current state atlasLight.Cache.Set(renderContext.View, light); for (int32 i = 0; i < atlasLight.TilesCount; i++) { auto& tile = atlasLight.Tiles[i]; tile.SkipUpdate = false; tile.CachedViewport = Viewport(tile.RectTile->X, tile.RectTile->Y, tile.RectTile->Width, tile.RectTile->Height); } return false; } void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderDirectionalLightData& light, ShadowAtlasLight& atlasLight) { SetupLight(renderContext, renderContextBatch, (RenderLightData&)light, atlasLight); const RenderView& view = renderContext.View; const int32 csmCount = atlasLight.TilesCount; const auto shadowMapsSize = (float)atlasLight.Resolution; // Calculate cascade splits const float minDistance = view.Near; const float maxDistance = view.Near + atlasLight.Distance; const float viewRange = view.Far - view.Near; float cascadeSplits[MAX_CSM_CASCADES]; { PartitionMode partitionMode = light.PartitionMode; 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) { if (csmCount == 1) { cascadeSplits[0] = minDistance + splitDistance3 * maxDistance; } else if (csmCount == 2) { cascadeSplits[0] = minDistance + splitDistance1 * maxDistance; cascadeSplits[1] = minDistance + splitDistance3 * maxDistance; } else if (csmCount == 3) { cascadeSplits[0] = minDistance + splitDistance1 * maxDistance; cascadeSplits[1] = minDistance + splitDistance2 * maxDistance; cascadeSplits[2] = minDistance + splitDistance3 * maxDistance; } else if (csmCount == 4) { cascadeSplits[0] = minDistance + splitDistance0 * maxDistance; cascadeSplits[1] = minDistance + splitDistance1 * maxDistance; cascadeSplits[2] = minDistance + splitDistance2 * maxDistance; cascadeSplits[3] = minDistance + splitDistance3 * maxDistance; } } else if (partitionMode == PartitionMode::Logarithmic || partitionMode == PartitionMode::PSSM) { const float pssmFactor = 0.5f; const float lambda = partitionMode == PartitionMode::PSSM ? pssmFactor : 1.0f; const auto range = maxDistance - minDistance; const auto ratio = maxDistance / minDistance; const auto logRatio = Math::Clamp(1.0f - lambda, 0.0f, 1.0f); for (int32 cascadeLevel = 0; cascadeLevel < csmCount; cascadeLevel++) { // Compute cascade split (between znear and zfar) const float distribute = static_cast(cascadeLevel + 1) / csmCount; float logZ = minDistance * Math::Pow(ratio, distribute); float uniformZ = minDistance + range * distribute; cascadeSplits[cascadeLevel] = Math::Lerp(uniformZ, logZ, logRatio); } } // Convert distance splits to ratios cascade in the range [0, 1] for (int32 i = 0; i < MAX_CSM_CASCADES; i++) cascadeSplits[i] = (cascadeSplits[i] - view.Near) / viewRange; } atlasLight.CascadeSplits = view.Near + Float4(cascadeSplits) * viewRange; // Update cached state (invalidate it if the light changed) atlasLight.ValidateCache(renderContext.View, light); // Update cascades to check which should be updated this frame atlasLight.ContextIndex = renderContextBatch.Contexts.Count(); atlasLight.ContextCount = 0; for (int32 cascadeIndex = 0; cascadeIndex < csmCount; cascadeIndex++) { const float dstToCascade = atlasLight.CascadeSplits.Raw[cascadeIndex]; bool freezeUpdate; const float updateRateInv = atlasLight.CalculateUpdateRateInv(light, dstToCascade, freezeUpdate); auto& tile = atlasLight.Tiles[cascadeIndex]; if ((tile.FramesToUpdate > 0.0f || freezeUpdate) && atlasLight.Cache.Valid) { // Light state matches the cached state and the update rate allows us to reuse the cached shadow map so skip update if (!freezeUpdate) tile.FramesToUpdate -= 1.0f; tile.SkipUpdate = true; continue; } tile.FramesToUpdate += updateRateInv - 1.0f; // Cache the current state tile.SkipUpdate = false; tile.CachedViewport = Viewport(tile.RectTile->X, tile.RectTile->Y, tile.RectTile->Width, tile.RectTile->Height); atlasLight.ContextCount++; } // Init shadow data atlasLight.ContextIndex = renderContextBatch.Contexts.Count(); if (atlasLight.ContextCount == 0) return; renderContextBatch.Contexts.AddDefault(atlasLight.ContextCount); atlasLight.Cache.Set(renderContext.View, light, atlasLight.CascadeSplits); // Create the different view and projection matrices for each split float splitMinRatio = 0; float splitMaxRatio = (minDistance - view.Near) / viewRange; int32 contextIndex = 0; for (int32 cascadeIndex = 0; cascadeIndex < csmCount; cascadeIndex++) { const auto oldSplitMinRatio = splitMinRatio; splitMinRatio = splitMaxRatio; splitMaxRatio = cascadeSplits[cascadeIndex]; auto& tile = atlasLight.Tiles[cascadeIndex]; if (tile.SkipUpdate) continue; // Calculate cascade split frustum corners in view space Float3 frustumCornersVs[8]; for (int32 j = 0; j < 4; j++) { float overlapWithPrevSplit = 0.1f * (splitMinRatio - oldSplitMinRatio); // CSM blending overlap const RenderList* mainCache = renderContext.List; const auto frustumRangeVS = mainCache->FrustumCornersVs[j + 4] - mainCache->FrustumCornersVs[j]; frustumCornersVs[j] = mainCache->FrustumCornersVs[j] + frustumRangeVS * (splitMinRatio - overlapWithPrevSplit); frustumCornersVs[j + 4] = mainCache->FrustumCornersVs[j] + frustumRangeVS * splitMaxRatio; } // Transform the frustum from camera view space to world-space Float3 frustumCornersWs[8]; for (int32 i = 0; i < 8; i++) Float3::Transform(frustumCornersVs[i], renderContext.View.IV, frustumCornersWs[i]); // Calculate the centroid of the view frustum slice Float3 frustumCenter = Float3::Zero; for (int32 i = 0; i < 8; i++) frustumCenter += frustumCornersWs[i]; frustumCenter *= 1.0f / 8.0f; // Calculate the radius of a bounding sphere surrounding the frustum corners float frustumRadius = 0.0f; for (int32 i = 0; i < 8; i++) frustumRadius = Math::Max(frustumRadius, (frustumCornersWs[i] - frustumCenter).LengthSquared()); frustumRadius = Math::Ceil(Math::Sqrt(frustumRadius) * 16.0f) / 16.0f; // Snap cascade center to the texel size float texelsPerUnit = (float)atlasLight.Resolution / (frustumRadius * 2.0f); frustumCenter *= texelsPerUnit; frustumCenter = Float3::Floor(frustumCenter); frustumCenter /= texelsPerUnit; // Cascade bounds are built around the sphere at the frustum center to reduce shadow shimmering Float3 maxExtents = Float3(frustumRadius); Float3 minExtents = -maxExtents; Float3 cascadeExtents = maxExtents - minExtents; Matrix shadowView, shadowProjection, shadowVP, cullingVP; // Create view matrix Matrix::LookAt(frustumCenter + light.Direction * minExtents.Z, frustumCenter, Float3::Up, shadowView); // Create viewport for culling with extended near/far planes due to culling issues (aka pancaking) const float cullRangeExtent = 100000.0f; Matrix::OrthoOffCenter(minExtents.X, maxExtents.X, minExtents.Y, maxExtents.Y, -cullRangeExtent, cascadeExtents.Z + cullRangeExtent, shadowProjection); Matrix::Multiply(shadowView, shadowProjection, cullingVP); // Create projection matrix Matrix::OrthoOffCenter(minExtents.X, maxExtents.X, minExtents.Y, maxExtents.Y, 0.0f, cascadeExtents.Z, shadowProjection); Matrix::Multiply(shadowView, shadowProjection, shadowVP); // Round the projection matrix by projecting the world-space origin and calculating the fractional offset in texel space of the shadow map Float4 shadowOrigin = Float4(0.0f, 0.0f, 0.0f, 1.0f); shadowOrigin = Float4::Transform(shadowOrigin, shadowVP); shadowOrigin = shadowOrigin * (shadowMapsSize / 2.0f); Float4 roundedOrigin = Float4::Round(shadowOrigin); Float4 roundOffset = roundedOrigin - shadowOrigin; roundOffset = roundOffset * (2.0f / shadowMapsSize); roundOffset.Z = 0.0f; roundOffset.W = 0.0f; shadowProjection.SetRow4(shadowProjection.GetRow4() + roundOffset); // Calculate view*projection matrix Matrix::Multiply(shadowView, shadowProjection, shadowVP); tile.SetWorldToShadow(shadowVP); // Setup context for cascade auto& shadowContext = renderContextBatch.Contexts[atlasLight.ContextIndex + contextIndex++]; SetupRenderContext(renderContext, shadowContext); shadowContext.View.Position = light.Direction * -atlasLight.Distance + view.Position; shadowContext.View.Direction = light.Direction; shadowContext.View.SetUp(shadowView, shadowProjection); shadowContext.View.CullingFrustum.SetMatrix(cullingVP); shadowContext.View.PrepareCache(shadowContext, shadowMapsSize, shadowMapsSize, Float2::Zero, &view); } } void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderPointLightData& light, ShadowAtlasLight& atlasLight) { if (SetupLight(renderContext, renderContextBatch, (RenderLocalLightData&)light, atlasLight)) return; // Render depth to all 6 faces of the cube map atlasLight.ContextIndex = renderContextBatch.Contexts.Count(); atlasLight.ContextCount = 6; renderContextBatch.Contexts.AddDefault(atlasLight.ContextCount); for (int32 faceIndex = 0; faceIndex < 6; faceIndex++) { auto& shadowContext = renderContextBatch.Contexts[atlasLight.ContextIndex + faceIndex]; SetupRenderContext(renderContext, shadowContext); shadowContext.View.SetUpCube(LocalLightNearPlane, light.Radius, light.Position); shadowContext.View.SetFace(faceIndex); const auto shadowMapsSize = (float)atlasLight.Resolution; shadowContext.View.PrepareCache(shadowContext, shadowMapsSize, shadowMapsSize, Float2::Zero, &renderContext.View); atlasLight.Tiles[faceIndex].SetWorldToShadow(shadowContext.View.ViewProjection()); } } void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderSpotLightData& light, ShadowAtlasLight& atlasLight) { if (SetupLight(renderContext, renderContextBatch, (RenderLocalLightData&)light, atlasLight)) return; // Render depth to a single projection atlasLight.ContextIndex = renderContextBatch.Contexts.Count(); atlasLight.ContextCount = 1; renderContextBatch.Contexts.AddDefault(atlasLight.ContextCount); auto& shadowContext = renderContextBatch.Contexts[atlasLight.ContextIndex]; SetupRenderContext(renderContext, shadowContext); shadowContext.View.SetProjector(LocalLightNearPlane, light.Radius, light.Position, light.Direction, light.UpVector, light.OuterConeAngle * 2.0f); const auto shadowMapsSize = (float)atlasLight.Resolution; shadowContext.View.PrepareCache(shadowContext, shadowMapsSize, shadowMapsSize, Float2::Zero, &renderContext.View); atlasLight.Tiles[0].SetWorldToShadow(shadowContext.View.ViewProjection()); } void ShadowsPass::Dispose() { // Base RendererPass::Dispose(); // Cleanup _psShadowDir.Delete(); _psShadowPoint.Delete(); _psShadowSpot.Delete(); _shader = nullptr; _sphereModel = nullptr; SAFE_DELETE_GPU_RESOURCE(_psDepthClear); } void ShadowsPass::SetupShadows(RenderContext& renderContext, RenderContextBatch& renderContextBatch) { PROFILE_CPU(); _maxShadowsQuality = Math::Clamp(Math::Min((int32)Graphics::ShadowsQuality, (int32)renderContext.View.MaxShadowsQuality), 0, (int32)Quality::MAX - 1); // Early out and skip shadows setup if no lights is actively casting shadows // RenderBuffers will automatically free any old ShadowsCustomBuffer after a few frames if we don't update LastFrameUsed if (_shadowMapFormat == PixelFormat::Unknown || checkIfSkipPass() || EnumHasNoneFlags(renderContext.View.Flags, ViewFlags::Shadows)) return; Array shadowedLights; for (auto& light : renderContext.List->DirectionalLights) { if (light.CanRenderShadow(renderContext.View)) shadowedLights.Add(&light); } for (auto& light : renderContext.List->SpotLights) { if (light.CanRenderShadow(renderContext.View)) shadowedLights.Add(&light); } for (auto& light : renderContext.List->PointLights) { if (light.CanRenderShadow(renderContext.View)) shadowedLights.Add(&light); } if (shadowedLights.IsEmpty()) return; // Initialize shadow atlas auto& shadows = *renderContext.Buffers->GetCustomBuffer(TEXT("Shadows")); const auto currentFrame = Engine::FrameCount; shadows.LastFrameUsed = currentFrame; int32 atlasResolution; switch (Graphics::ShadowMapsQuality) { case Quality::Low: atlasResolution = 1024; break; case Quality::Medium: atlasResolution = 2048; break; case Quality::High: atlasResolution = 4096; break; case Quality::Ultra: atlasResolution = 8192; break; default: return; } const int32 baseLightResolution = atlasResolution / MAX_CSM_CASCADES; // Allow to store 4 CSM cascades in a single row in all cases if (shadows.Resolution != atlasResolution) { shadows.Reset(); auto desc = GPUTextureDescription::New2D(atlasResolution, atlasResolution, _shadowMapFormat, GPUTextureFlags::ShaderResource | GPUTextureFlags::DepthStencil); if (shadows.ShadowMapAtlas->Init(desc)) { LOG(Fatal, "Failed to setup shadow map of size {0}x{1} and format {2}", desc.Width, desc.Height, ScriptingEnum::ToString(desc.Format)); return; } shadows.ClearShadowMapAtlas = true; shadows.Resolution = atlasResolution; } if (renderContext.View.Origin != shadows.ViewOrigin) { // Large Worlds chunk movement so invalidate cached shadows shadows.Reset(); shadows.ViewOrigin = renderContext.View.Origin; } if (!shadows.AtlasTiles) shadows.AtlasTiles = New(0, 0, atlasResolution, atlasResolution); // Update/add lights for (const RenderLightData* light : shadowedLights) { auto& atlasLight = shadows.Lights[light->ID]; // Calculate resolution for this light // TODO: add support for fixed shadow map resolution assigned per-light float lightResolutionFloat = baseLightResolution * light->ScreenSize; atlasLight.Resolution = QuantizeResolution(lightResolutionFloat); // Cull too small lights if (atlasLight.Resolution < SHADOWS_MIN_RESOLUTION) continue; if (light->IsDirectionalLight) { atlasLight.TilesNeeded = Math::Clamp(((const RenderDirectionalLightData*)light)->CascadeCount, 1, MAX_CSM_CASCADES); // Views with orthographic cameras cannot use cascades, we force it to 1 shadow map here if (renderContext.View.IsOrthographicProjection()) atlasLight.TilesNeeded = 1; } else if (light->IsPointLight) atlasLight.TilesNeeded = 6; else atlasLight.TilesNeeded = 1; atlasLight.LastFrameUsed = currentFrame; } // Remove unused lights (before inserting any new ones to make space in the atlas) for (auto it = shadows.Lights.Begin(); it.IsNotEnd(); ++it) { if (it->Value.LastFrameUsed != currentFrame) { for (ShadowAtlasLightTile& tile : it->Value.Tiles) tile.Free(&shadows); shadows.Lights.Remove(it); } } // Calculate size requirements for atlas int32 atlasPixelsNeeded = 0; for (auto it = shadows.Lights.Begin(); it.IsNotEnd(); ++it) { const auto& atlasLight = it->Value; atlasPixelsNeeded += atlasLight.Resolution * atlasLight.Resolution * atlasLight.TilesNeeded; } const int32 atlasPixelsAllowed = atlasResolution * atlasResolution; const float atlasPixelsCoverage = (float)atlasPixelsNeeded / atlasPixelsAllowed; // If atlas is overflown then scale down the shadows resolution float resolutionScale = 1.0f; if (atlasPixelsCoverage > 1.0f) resolutionScale /= atlasPixelsCoverage; float finalScale = 1.0f; bool defragDone = false; RETRY_ATLAS_SETUP: // Apply additional scale to the shadows resolution if (!Math::IsOne(resolutionScale)) { finalScale *= resolutionScale; for (const RenderLightData* light : shadowedLights) { auto& atlasLight = shadows.Lights[light->ID]; if (light->IsDirectionalLight && !defragDone) continue; // Reduce scaling on directional light shadows (before defrag) atlasLight.Resolution = QuantizeResolution(atlasLight.Resolution * resolutionScale); } } // Macro checks if light has proper amount of tiles already assigned and the resolution is matching #define IS_LIGHT_TILE_REUSABLE (atlasLight.TilesCount == atlasLight.TilesNeeded && atlasLight.Tiles[0].RectTile && atlasLight.Tiles[0].RectTile->Width == atlasLight.Resolution) // Remove incorrect tiles before allocating new ones for (RenderLightData* light : shadowedLights) { ShadowAtlasLight& atlasLight = shadows.Lights[light->ID]; if (IS_LIGHT_TILE_REUSABLE) continue; // Remove existing tiles for (ShadowAtlasLightTile& tile : atlasLight.Tiles) tile.Free(&shadows); } // Insert tiles into the atlas (already sorted to favor the first ones) for (RenderLightData* light : shadowedLights) { auto& atlasLight = shadows.Lights[light->ID]; if (IS_LIGHT_TILE_REUSABLE || atlasLight.Resolution < SHADOWS_MIN_RESOLUTION) continue; // Try to insert tiles bool failedToInsert = false; for (int32 tileIndex = 0; tileIndex < atlasLight.TilesNeeded; tileIndex++) { auto rectTile = shadows.AtlasTiles->Insert(atlasLight.Resolution, atlasLight.Resolution, 0, &shadows); if (!rectTile) { // Free any previous tiles that were added for (int32 i = 0; i < tileIndex; i++) atlasLight.Tiles[i].Free(&shadows); failedToInsert = true; break; } atlasLight.Tiles[tileIndex].RectTile = rectTile; } if (failedToInsert) { if (defragDone) { // Already defragmented atlas so scale it down resolutionScale = 0.8f; } else { // Defragment atlas without changing scale defragDone = true; resolutionScale = 1.0f; } // Rebuild atlas shadows.ClearTiles(); shadows.AtlasTiles = New(0, 0, atlasResolution, atlasResolution); goto RETRY_ATLAS_SETUP; } } // Setup shadows for all lights for (RenderLightData* light : shadowedLights) { auto& atlasLight = shadows.Lights[light->ID]; if (atlasLight.Tiles[0].RectTile && atlasLight.Tiles[0].RectTile->Width == atlasLight.Resolution) { // Invalidate cache when whole atlas will be cleared if (shadows.ClearShadowMapAtlas) atlasLight.Cache.Valid = false; light->HasShadow = true; atlasLight.TilesCount = atlasLight.TilesNeeded; if (light->IsPointLight) SetupLight(renderContext, renderContextBatch, *(RenderPointLightData*)light, atlasLight); else if (light->IsSpotLight) SetupLight(renderContext, renderContextBatch, *(RenderSpotLightData*)light, atlasLight); else //if (light->IsDirectionalLight) SetupLight(renderContext, renderContextBatch, *(RenderDirectionalLightData*)light, atlasLight); } } #undef IS_LIGHT_TILE_REUSABLE // Update shadows buffer (contains packed data with all shadow projections in the atlas) const float atlasResolutionInv = 1.0f / (float)atlasResolution; shadows.ShadowsBuffer.Clear(); shadows.ShadowsBuffer.Write(Float4::Zero); // Insert dummy prefix so ShadowsBufferAddress=0 indicates no shadow for (RenderLightData* light : shadowedLights) { auto& atlasLight = shadows.Lights[light->ID]; if (atlasLight.Tiles[0].RectTile == nullptr) { light->ShadowsBufferAddress = 0; // Clear to indicate no shadow continue; } // Cache start of the shadow data for this light light->ShadowsBufferAddress = shadows.ShadowsBuffer.Data.Count() / sizeof(Float4); // Write shadow data (this must match HLSL) { // Shadow info auto* packed = shadows.ShadowsBuffer.WriteReserve(2); Color32 packed0x((byte)(atlasLight.Sharpness * (255.0f / 10.0f)), (byte)(atlasLight.Fade * 255.0f), (byte)atlasLight.TilesCount, 0); packed[0] = Float4(*(const float*)&packed0x, atlasLight.FadeDistance, atlasLight.NormalOffsetScale, atlasLight.Bias); packed[1] = atlasLight.CascadeSplits; } for (int32 tileIndex = 0; tileIndex < atlasLight.TilesCount; tileIndex++) { // Shadow projection info const ShadowAtlasLightTile& tile = atlasLight.Tiles[tileIndex]; ASSERT(tile.RectTile); auto* packed = shadows.ShadowsBuffer.WriteReserve(5); packed[0] = Float4(tile.RectTile->Width - 1.0f, tile.RectTile->Height - 1.0f, tile.RectTile->X, tile.RectTile->Y) * atlasResolutionInv; // UV to AtlasUV via a single MAD instruction packed[1] = tile.WorldToShadow.GetColumn1(); packed[2] = tile.WorldToShadow.GetColumn2(); packed[3] = tile.WorldToShadow.GetColumn3(); packed[4] = tile.WorldToShadow.GetColumn4(); } } GPUContext* context = GPUDevice::Instance->GetMainContext(); shadows.ShadowsBuffer.Flush(context); shadows.ShadowsBufferView = shadows.ShadowsBuffer.GetBuffer()->View(); } void ShadowsPass::RenderShadowMaps(RenderContextBatch& renderContextBatch) { const RenderContext& renderContext = renderContextBatch.GetMainContext(); const ShadowsCustomBuffer* shadowsPtr = renderContext.Buffers->FindCustomBuffer(TEXT("Shadows")); if (shadowsPtr == nullptr || shadowsPtr->Lights.IsEmpty() || shadowsPtr->LastFrameUsed != Engine::FrameCount) return; PROFILE_GPU_CPU("ShadowMaps"); const ShadowsCustomBuffer& shadows = *shadowsPtr; GPUContext* context = GPUDevice::Instance->GetMainContext(); context->ResetSR(); context->SetRenderTarget(shadows.ShadowMapAtlas->View(), (GPUTextureView*)nullptr); GPUConstantBuffer* quadShaderCB; if (shadows.ClearShadowMapAtlas) { context->ClearDepth(shadows.ShadowMapAtlas->View()); } else { QuadShaderData quadShaderData; quadShaderData.Color = Float4::One; // Color.r is used by PS_DepthClear in Quad shader to clear depth quadShaderCB = GPUDevice::Instance->QuadShader->GetCB(0); context->UpdateCB(quadShaderCB, &quadShaderData); } // Render depth to all shadow map tiles for (auto& e : shadows.Lights) { const ShadowAtlasLight& atlasLight = e.Value; int32 contextIndex = 0; for (int32 tileIndex = 0; tileIndex < atlasLight.TilesCount; tileIndex++) { const ShadowAtlasLightTile& tile = atlasLight.Tiles[tileIndex]; if (!tile.RectTile) break; if (tile.SkipUpdate) continue; // Set viewport for tile ASSERT_LOW_LAYER(tile.CachedViewport == Viewport(tile.RectTile->X, tile.RectTile->Y, tile.RectTile->Width, tile.RectTile->Height)); context->SetViewportAndScissors(tile.CachedViewport); if (!shadows.ClearShadowMapAtlas) { // Clear tile depth context->BindCB(0, quadShaderCB); context->SetState(_psDepthClear); context->DrawFullscreenTriangle(); } // Draw objects depth auto& shadowContext = renderContextBatch.Contexts[atlasLight.ContextIndex + contextIndex++]; shadowContext.List->ExecuteDrawCalls(shadowContext, DrawCallsListType::Depth); shadowContext.List->ExecuteDrawCalls(shadowContext, shadowContext.List->ShadowDepthDrawCallsList, renderContext.List->DrawCalls, nullptr); } } // Restore GPU context context->ResetSR(); context->ResetRenderTarget(); context->SetViewportAndScissors(renderContext.Task->GetViewport()); shadows.ClearShadowMapAtlas = false; } void ShadowsPass::RenderShadowMask(RenderContextBatch& renderContextBatch, RenderLightData& light, GPUTextureView* shadowMask) { ASSERT(light.HasShadow); PROFILE_GPU_CPU("Shadow"); GPUContext* context = GPUDevice::Instance->GetMainContext(); RenderContext& renderContext = renderContextBatch.GetMainContext(); const ShadowsCustomBuffer& shadows = *renderContext.Buffers->FindCustomBuffer(TEXT("Shadows")); ASSERT(shadows.LastFrameUsed == Engine::FrameCount); auto& view = renderContext.View; auto shader = _shader->GetShader(); const bool isLocalLight = light.IsPointLight || light.IsSpotLight; int32 shadowQuality = _maxShadowsQuality; if (isLocalLight) { // Reduce shadows quality for smaller lights if (light.ScreenSize < 0.25f) shadowQuality--; if (light.ScreenSize < 0.1f) shadowQuality--; shadowQuality = Math::Max(shadowQuality, 0); } // Setup shader data Data sperLight; GBufferPass::SetInputs(view, sperLight.GBuffer); if (light.IsDirectionalLight) ((RenderDirectionalLightData&)light).SetShaderData(sperLight.Light, true); else if (light.IsPointLight) ((RenderPointLightData&)light).SetShaderData(sperLight.Light, true); else if (light.IsSpotLight) ((RenderSpotLightData&)light).SetShaderData(sperLight.Light, true); Matrix::Transpose(view.ViewProjection(), sperLight.ViewProjectionMatrix); sperLight.TemporalTime = renderContext.List->Setup.UseTemporalAAJitter ? RenderTools::ComputeTemporalTime() : 0.0f; sperLight.ContactShadowsDistance = light.ShadowsDistance; sperLight.ContactShadowsLength = EnumHasAnyFlags(view.Flags, ViewFlags::ContactShadows) ? light.ContactShadowsLength : 0.0f; if (isLocalLight) { // Calculate world view projection matrix for the light sphere Matrix world, wvp; bool isInside; RenderTools::ComputeSphereModelDrawMatrix(renderContext.View, light.Position, ((RenderLocalLightData&)light).Radius, world, isInside); Matrix::Multiply(world, view.ViewProjection(), wvp); Matrix::Transpose(wvp, sperLight.WVP); } // Render shadow in screen space GPUConstantBuffer* cb0 = shader->GetCB(0); context->UpdateCB(cb0, &sperLight); context->BindCB(0, cb0); context->BindSR(5, shadows.ShadowsBufferView); context->BindSR(6, shadows.ShadowMapAtlas); const int32 permutationIndex = shadowQuality + (sperLight.ContactShadowsLength > ZeroTolerance ? 4 : 0); context->SetRenderTarget(shadowMask); if (light.IsPointLight) { context->SetState(_psShadowPoint.Get(permutationIndex)); _sphereModel->LODs.Get()[0].Meshes.Get()[0].Render(context); } else if (light.IsSpotLight) { context->SetState(_psShadowSpot.Get(permutationIndex)); _sphereModel->LODs.Get()[0].Meshes.Get()[0].Render(context); } else //if (light.IsDirectionalLight) { context->SetState(_psShadowDir.Get(permutationIndex)); context->DrawFullscreenTriangle(); } // Cleanup context->ResetRenderTarget(); context->UnBindSR(5); context->UnBindSR(6); } void ShadowsPass::GetShadowAtlas(const RenderBuffers* renderBuffers, GPUTexture*& shadowMapAtlas, GPUBufferView*& shadowsBuffer) { const ShadowsCustomBuffer* shadowsPtr = renderBuffers->FindCustomBuffer(TEXT("Shadows")); if (shadowsPtr && shadowsPtr->ShadowMapAtlas && shadowsPtr->LastFrameUsed == Engine::FrameCount) { shadowMapAtlas = shadowsPtr->ShadowMapAtlas; shadowsBuffer = shadowsPtr->ShadowsBufferView; } else { shadowMapAtlas = nullptr; shadowsBuffer = nullptr; } }