1125 lines
44 KiB
C++
1125 lines
44 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "ShadowsPass.h"
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#include "GBufferPass.h"
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#include "VolumetricFogPass.h"
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#include "Engine/Graphics/Graphics.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderBuffers.h"
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#include "Engine/Graphics/PixelFormatExtensions.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Level/Scene/SceneRendering.h"
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#include "Engine/Scripting/Enums.h"
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#include "Engine/Utilities/RectPack.h"
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#if USE_EDITOR
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#include "Engine/Renderer/Lightmaps.h"
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#endif
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#define SHADOWS_MAX_TILES 6
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#define SHADOWS_MIN_RESOLUTION 16
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#define NormalOffsetScaleTweak 100.0f
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#define LocalLightNearPlane 10.0f
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PACK_STRUCT(struct Data{
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ShaderGBufferData GBuffer;
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ShaderLightData Light;
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Matrix WVP;
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Matrix ViewProjectionMatrix;
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float Dummy0;
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float TemporalTime;
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float ContactShadowsDistance;
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float ContactShadowsLength;
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});
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struct ShadowsAtlasRectTile : RectPack<ShadowsAtlasRectTile, uint16>
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{
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ShadowsAtlasRectTile(uint16 x, uint16 y, uint16 width, uint16 height)
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: RectPack<ShadowsAtlasRectTile, uint16>(x, y, width, height)
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{
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}
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void OnInsert(class ShadowsCustomBuffer* buffer);
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void OnFree(ShadowsCustomBuffer* buffer);
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};
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uint16 QuantizeResolution(float input)
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{
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uint16 output = Math::FloorToInt(input);
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uint16 alignment = 16;
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if (output >= 512)
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alignment = 64;
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else if (output >= 256)
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alignment = 32;
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output = Math::AlignDown<uint16>(output, alignment);
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return output;
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}
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// State for shadow projection
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struct ShadowAtlasLightTile
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{
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ShadowsAtlasRectTile* RectTile;
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Matrix WorldToShadow;
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float FramesToUpdate; // Amount of frames (with fraction) until the next shadow update can happen
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bool SkipUpdate;
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Viewport CachedViewport; // The viewport used the last time to render shadow to the atlas
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void Free(ShadowsCustomBuffer* buffer)
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{
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if (RectTile)
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{
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RectTile->Free(buffer);
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RectTile = nullptr;
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}
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}
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void SetWorldToShadow(const Matrix& shadowViewProjection)
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{
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// Transform Clip Space [-1,+1]^2 to UV Space [0,1]^2 (saves MAD instruction in shader)
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const Matrix ClipToUV(
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0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, -0.5f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 1.0f);
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Matrix m;
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Matrix::Multiply(shadowViewProjection, ClipToUV, m);
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Matrix::Transpose(m, WorldToShadow);
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}
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};
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// State for shadow cache sed to invalidate any prerendered shadow depths
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struct ShadowAtlasLightCache
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{
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bool Valid;
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float ShadowsUpdateRate;
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float ShadowsUpdateRateAtDistance;
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Float3 Position;
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float Radius;
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Float3 Direction;
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float Distance;
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Float4 CascadeSplits;
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void Set(const RenderView& view, const RenderLightData& light, const Float4& cascadeSplits = Float4::Zero)
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{
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Valid = true;
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Distance = light.ShadowsDistance;
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ShadowsUpdateRate = light.ShadowsUpdateRate;
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ShadowsUpdateRateAtDistance = light.ShadowsUpdateRateAtDistance;
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if (light.IsDirectionalLight)
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{
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// Sun
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Position = view.Position;
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Direction = light.Direction;
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CascadeSplits = cascadeSplits;
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}
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else
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{
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// Local light
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const auto& localLight = (const RenderLocalLightData&)light;
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Position = light.Position;
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Radius = localLight.Radius;
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}
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}
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};
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// State for light's shadows rendering
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struct ShadowAtlasLight
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{
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uint64 LastFrameUsed;
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int32 ContextIndex;
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int32 ContextCount;
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uint16 Resolution;
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uint8 TilesNeeded;
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uint8 TilesCount;
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float Sharpness, Fade, NormalOffsetScale, Bias, FadeDistance, Distance;
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Float4 CascadeSplits;
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ShadowAtlasLightTile Tiles[SHADOWS_MAX_TILES];
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ShadowAtlasLightCache Cache;
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ShadowAtlasLight()
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{
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Platform::MemoryClear(this, sizeof(ShadowAtlasLight));
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}
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POD_COPYABLE(ShadowAtlasLight);
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float CalculateUpdateRateInv(const RenderLightData& light, float distanceFromView, bool& freezeUpdate) const
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{
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const float shadowsUpdateRate = light.ShadowsUpdateRate;
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const float shadowsUpdateRateAtDistance = shadowsUpdateRate * light.ShadowsUpdateRateAtDistance;
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float updateRate = Math::Lerp(shadowsUpdateRate, shadowsUpdateRateAtDistance, Math::Saturate(distanceFromView / Distance));
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// TODO: add global shadows update rate scale to be adjusted per-platform
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freezeUpdate = updateRate <= ZeroTolerance;
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if (freezeUpdate)
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return 0.0f;
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return 1.0f / updateRate;
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}
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void ValidateCache(const RenderView& view, const RenderLightData& light)
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{
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if (!Cache.Valid)
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return;
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if (!Math::NearEqual(Cache.Distance, light.ShadowsDistance) ||
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!Math::NearEqual(Cache.ShadowsUpdateRate, light.ShadowsUpdateRate) ||
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!Math::NearEqual(Cache.ShadowsUpdateRateAtDistance, light.ShadowsUpdateRateAtDistance))
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{
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// Invalidate
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Cache.Valid = false;
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}
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if (light.IsDirectionalLight)
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{
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// Sun
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if (Float3::Dot(Cache.Direction, light.Direction) < 0.999999f ||
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!Float3::NearEqual(Cache.Position, view.Position, 1.0f) ||
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!Float4::NearEqual(Cache.CascadeSplits, CascadeSplits))
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{
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// Invalidate
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Cache.Valid = false;
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}
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}
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else
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{
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// Local light
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const auto& localLight = (const RenderLocalLightData&)light;
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if (!Float3::NearEqual(Cache.Position, light.Position, 1.0f) ||
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!Math::NearEqual(Cache.Radius, localLight.Radius))
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{
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// Invalidate
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Cache.Valid = false;
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}
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}
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for (int32 i = 0; i < TilesCount && Cache.Valid; i++)
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{
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auto& tile = Tiles[i];
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if (tile.CachedViewport != Viewport(tile.RectTile->X, tile.RectTile->Y, tile.RectTile->Width, tile.RectTile->Height))
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{
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// Invalidate
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Cache.Valid = false;
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}
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}
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}
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};
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class ShadowsCustomBuffer : public RenderBuffers::CustomBuffer
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{
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public:
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int32 Resolution = 0;
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int32 AtlasPixelsUsed = 0;
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mutable bool ClearShadowMapAtlas = true;
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Vector3 ViewOrigin;
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GPUTexture* ShadowMapAtlas = nullptr;
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DynamicTypedBuffer ShadowsBuffer;
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GPUBufferView* ShadowsBufferView = nullptr;
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ShadowsAtlasRectTile* AtlasTiles = nullptr; // TODO: optimize with a single allocation for atlas tiles
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Dictionary<Guid, ShadowAtlasLight> Lights;
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ShadowsCustomBuffer()
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: ShadowsBuffer(1024, PixelFormat::R32G32B32A32_Float, false, TEXT("ShadowsBuffer"))
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{
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ShadowMapAtlas = GPUDevice::Instance->CreateTexture(TEXT("Shadow Map Atlas"));
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}
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void ClearTiles()
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{
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ClearShadowMapAtlas = true;
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AtlasPixelsUsed = 0;
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SAFE_DELETE(AtlasTiles);
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for (auto it = Lights.Begin(); it.IsNotEnd(); ++it)
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{
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auto& atlasLight = it->Value;
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Platform::MemoryClear(atlasLight.Tiles, sizeof(atlasLight.Tiles));
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Platform::MemoryClear(&atlasLight.Cache, sizeof(atlasLight.Cache));
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}
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}
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void Reset()
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{
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Lights.Clear();
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ClearTiles();
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ViewOrigin = Vector3::Zero;
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}
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~ShadowsCustomBuffer()
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{
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Reset();
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SAFE_DELETE_GPU_RESOURCE(ShadowMapAtlas);
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}
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};
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void ShadowsAtlasRectTile::OnInsert(ShadowsCustomBuffer* buffer)
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{
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buffer->AtlasPixelsUsed += (int32)Width * (int32)Height;
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}
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void ShadowsAtlasRectTile::OnFree(ShadowsCustomBuffer* buffer)
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{
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buffer->AtlasPixelsUsed -= (int32)Width * (int32)Height;
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}
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String ShadowsPass::ToString() const
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{
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return TEXT("ShadowsPass");
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}
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bool ShadowsPass::Init()
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{
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// Create pipeline states
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_psShadowDir.CreatePipelineStates();
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_psShadowPoint.CreatePipelineStates();
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_psShadowSpot.CreatePipelineStates();
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// Load assets
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Shadows"));
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_sphereModel = Content::LoadAsyncInternal<Model>(TEXT("Engine/Models/Sphere"));
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if (_shader == nullptr || _sphereModel == nullptr)
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return true;
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#if COMPILE_WITH_DEV_ENV
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_shader.Get()->OnReloading.Bind<ShadowsPass, &ShadowsPass::OnShaderReloading>(this);
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#endif
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// Select format for shadow maps
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_shadowMapFormat = PixelFormat::Unknown;
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#if !PLATFORM_SWITCH // TODO: fix shadows performance issue on Switch
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for (const PixelFormat format : { PixelFormat::D16_UNorm, PixelFormat::D24_UNorm_S8_UInt, PixelFormat::D32_Float })
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{
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const auto formatTexture = PixelFormatExtensions::FindShaderResourceFormat(format, false);
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const auto formatFeaturesDepth = GPUDevice::Instance->GetFormatFeatures(format);
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const auto formatFeaturesTexture = GPUDevice::Instance->GetFormatFeatures(formatTexture);
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if (EnumHasAllFlags(formatFeaturesDepth.Support, FormatSupport::DepthStencil | FormatSupport::Texture2D | FormatSupport::TextureCube) &&
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EnumHasAllFlags(formatFeaturesTexture.Support, FormatSupport::ShaderSample | FormatSupport::ShaderSampleComparison))
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{
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_shadowMapFormat = format;
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break;
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}
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}
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#endif
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if (_shadowMapFormat == PixelFormat::Unknown)
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LOG(Warning, "GPU doesn't support shadows rendering");
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return false;
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}
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bool ShadowsPass::setupResources()
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{
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// Wait for the assets
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if (!_sphereModel->CanBeRendered() || !_shader->IsLoaded())
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return true;
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auto shader = _shader->GetShader();
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// Validate shader constant buffers sizes
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if (shader->GetCB(0)->GetSize() != sizeof(Data))
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{
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REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
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return true;
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}
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// Create pipeline stages
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GPUPipelineState::Description psDesc;
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if (!_psShadowPoint.IsValid())
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{
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psDesc = GPUPipelineState::Description::DefaultNoDepth;
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psDesc.CullMode = CullMode::TwoSided;
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psDesc.VS = shader->GetVS("VS_Model");
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if (_psShadowPoint.Create(psDesc, shader, "PS_PointLight"))
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return true;
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}
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if (!_psShadowDir.IsValid())
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{
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psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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if (_psShadowDir.Create(psDesc, shader, "PS_DirLight"))
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return true;
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}
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if (!_psShadowSpot.IsValid())
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{
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psDesc = GPUPipelineState::Description::DefaultNoDepth;
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psDesc.CullMode = CullMode::TwoSided;
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psDesc.VS = shader->GetVS("VS_Model");
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if (_psShadowSpot.Create(psDesc, shader, "PS_SpotLight"))
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return true;
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}
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if (_psDepthClear == nullptr)
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{
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psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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psDesc.PS = GPUDevice::Instance->QuadShader->GetPS("PS_DepthClear");
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psDesc.DepthEnable = true;
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psDesc.DepthWriteEnable = true;
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psDesc.DepthFunc = ComparisonFunc::Always;
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psDesc.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::None;
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_psDepthClear = GPUDevice::Instance->CreatePipelineState();
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if (_psDepthClear->Init(psDesc))
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return true;
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}
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return false;
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}
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void ShadowsPass::SetupRenderContext(RenderContext& renderContext, RenderContext& shadowContext)
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{
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const auto& view = renderContext.View;
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// Use the current render view to sync model LODs with the shadow maps rendering stage
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shadowContext.LodProxyView = &renderContext.View;
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// Prepare properties
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auto& shadowView = shadowContext.View;
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shadowView.Flags = view.Flags;
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shadowView.StaticFlagsMask = view.StaticFlagsMask;
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shadowView.RenderLayersMask = view.RenderLayersMask;
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shadowView.IsOfflinePass = view.IsOfflinePass;
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shadowView.ModelLODBias = view.ModelLODBias;
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shadowView.ModelLODDistanceFactor = view.ModelLODDistanceFactor;
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shadowView.Pass = DrawPass::Depth;
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shadowView.Origin = view.Origin;
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shadowContext.List = RenderList::GetFromPool();
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shadowContext.Buffers = renderContext.Buffers;
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shadowContext.Task = renderContext.Task;
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shadowContext.List->Clear();
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}
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void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderLightData& light, ShadowAtlasLight& atlasLight)
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{
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// Copy light properties
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atlasLight.Sharpness = light.ShadowsSharpness;
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atlasLight.Fade = light.ShadowsStrength;
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atlasLight.NormalOffsetScale = light.ShadowsNormalOffsetScale * NormalOffsetScaleTweak * (1.0f / (float)atlasLight.Resolution);
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atlasLight.Bias = light.ShadowsDepthBias;
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atlasLight.FadeDistance = Math::Max(light.ShadowsFadeDistance, 0.1f);
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atlasLight.Distance = Math::Min(renderContext.View.Far, light.ShadowsDistance);
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}
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bool ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderLocalLightData& light, ShadowAtlasLight& atlasLight)
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{
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SetupLight(renderContext, renderContextBatch, (RenderLightData&)light, atlasLight);
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// Fade shadow on distance
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const float fadeDistance = Math::Max(light.ShadowsFadeDistance, 0.1f);
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const float dstLightToView = Float3::Distance(light.Position, renderContext.View.Position) - light.Radius;
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const float fade = 1 - Math::Saturate((dstLightToView - atlasLight.Distance + fadeDistance) / fadeDistance);
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atlasLight.Fade *= fade;
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// Update cached state (invalidate it if the light changed)
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atlasLight.ValidateCache(renderContext.View, light);
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// Calculate update rate based on the distance to the view
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bool freezeUpdate;
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const float updateRateInv = atlasLight.CalculateUpdateRateInv(light, dstLightToView, freezeUpdate);
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float& framesToUpdate = atlasLight.Tiles[0].FramesToUpdate; // Use the first tile for all local light projections to be in sync
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if ((framesToUpdate > 0.0f || freezeUpdate) && atlasLight.Cache.Valid)
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{
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// Light state matches the cached state and the update rate allows us to reuse the cached shadow map so skip update
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if (!freezeUpdate)
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framesToUpdate -= 1.0f;
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for (auto& tile : atlasLight.Tiles)
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tile.SkipUpdate = true;
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return true;
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}
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framesToUpdate += updateRateInv - 1.0f;
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// Cache the current state
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atlasLight.Cache.Set(renderContext.View, light);
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for (int32 i = 0; i < atlasLight.TilesCount; i++)
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{
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auto& tile = atlasLight.Tiles[i];
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tile.SkipUpdate = false;
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tile.CachedViewport = Viewport(tile.RectTile->X, tile.RectTile->Y, tile.RectTile->Width, tile.RectTile->Height);
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}
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return false;
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}
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void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderDirectionalLightData& light, ShadowAtlasLight& atlasLight)
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{
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SetupLight(renderContext, renderContextBatch, (RenderLightData&)light, atlasLight);
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const RenderView& view = renderContext.View;
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const int32 csmCount = atlasLight.TilesCount;
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const auto shadowMapsSize = (float)atlasLight.Resolution;
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// Calculate cascade splits
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const float minDistance = view.Near;
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const float maxDistance = view.Near + atlasLight.Distance;
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const float viewRange = view.Far - view.Near;
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float cascadeSplits[MAX_CSM_CASCADES];
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{
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PartitionMode partitionMode = light.PartitionMode;
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float splitDistance0 = light.Cascade1Spacing;
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float splitDistance1 = Math::Max(splitDistance0, light.Cascade2Spacing);
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float splitDistance2 = Math::Max(splitDistance1, light.Cascade3Spacing);
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float splitDistance3 = Math::Max(splitDistance2, light.Cascade4Spacing);
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// Compute the split distances based on the partitioning mode
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if (partitionMode == PartitionMode::Manual)
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{
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if (csmCount == 1)
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{
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cascadeSplits[0] = minDistance + splitDistance3 * maxDistance;
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}
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else if (csmCount == 2)
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{
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cascadeSplits[0] = minDistance + splitDistance1 * maxDistance;
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cascadeSplits[1] = minDistance + splitDistance3 * maxDistance;
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}
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else if (csmCount == 3)
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{
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cascadeSplits[0] = minDistance + splitDistance1 * maxDistance;
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cascadeSplits[1] = minDistance + splitDistance2 * maxDistance;
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cascadeSplits[2] = minDistance + splitDistance3 * maxDistance;
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}
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else if (csmCount == 4)
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{
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cascadeSplits[0] = minDistance + splitDistance0 * maxDistance;
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cascadeSplits[1] = minDistance + splitDistance1 * maxDistance;
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cascadeSplits[2] = minDistance + splitDistance2 * maxDistance;
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cascadeSplits[3] = minDistance + splitDistance3 * maxDistance;
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}
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}
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else if (partitionMode == PartitionMode::Logarithmic || partitionMode == PartitionMode::PSSM)
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{
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const float pssmFactor = 0.5f;
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const float lambda = partitionMode == PartitionMode::PSSM ? pssmFactor : 1.0f;
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const auto range = maxDistance - minDistance;
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const auto ratio = maxDistance / minDistance;
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const auto logRatio = Math::Clamp(1.0f - lambda, 0.0f, 1.0f);
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for (int32 cascadeLevel = 0; cascadeLevel < csmCount; cascadeLevel++)
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{
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// Compute cascade split (between znear and zfar)
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const float distribute = static_cast<float>(cascadeLevel + 1) / csmCount;
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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);
|
|
|
|
// Select best Up vector
|
|
Float3 side = Float3::UnitX;
|
|
Float3 upDirection = Float3::UnitX;
|
|
Float3 vectorUps[] = { Float3::UnitY, Float3::UnitX, Float3::UnitZ };
|
|
for (int32 i = 0; i < ARRAY_COUNT(vectorUps); i++)
|
|
{
|
|
const Float3 vectorUp = vectorUps[i];
|
|
if (Math::Abs(Float3::Dot(light.Direction, vectorUp)) < (1.0f - 0.0001f))
|
|
{
|
|
side = Float3::Normalize(Float3::Cross(vectorUp, light.Direction));
|
|
upDirection = Float3::Normalize(Float3::Cross(light.Direction, side));
|
|
break;
|
|
}
|
|
}
|
|
|
|
// 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 frustumCorners[8];
|
|
for (int32 j = 0; j < 4; j++)
|
|
{
|
|
float overlap = 0.1f * (splitMinRatio - oldSplitMinRatio); // CSM blending overlap
|
|
const RenderList* mainCache = renderContext.List;
|
|
const auto frustumRangeVS = mainCache->FrustumCornersVs[j + 4] - mainCache->FrustumCornersVs[j];
|
|
frustumCorners[j] = mainCache->FrustumCornersVs[j] + frustumRangeVS * (splitMinRatio - overlap);
|
|
frustumCorners[j + 4] = mainCache->FrustumCornersVs[j] + frustumRangeVS * splitMaxRatio;
|
|
}
|
|
|
|
// Perform stabilization
|
|
enum StabilizationMode
|
|
{
|
|
None,
|
|
ProjectionSnapping,
|
|
ViewSnapping,
|
|
};
|
|
const StabilizationMode stabilization = ViewSnapping; // TODO: expose to graphics settings maybe
|
|
Float3 cascadeMinBoundLS;
|
|
Float3 cascadeMaxBoundLS;
|
|
Float3 target;
|
|
{
|
|
// Make sure we are using the same direction when stabilizing
|
|
BoundingSphere boundingVS;
|
|
BoundingSphere::FromPoints(frustumCorners, ARRAY_COUNT(frustumCorners), boundingVS);
|
|
|
|
// Compute bounding box center
|
|
Float3::TransformCoordinate(boundingVS.Center, view.IV, target);
|
|
float boundingVSRadius = (float)boundingVS.Radius;
|
|
cascadeMaxBoundLS = Float3(boundingVSRadius);
|
|
cascadeMinBoundLS = -cascadeMaxBoundLS;
|
|
|
|
if (stabilization == ViewSnapping)
|
|
{
|
|
// Snap the target to the texel units (reference: ShaderX7 - Practical Cascaded Shadows Maps)
|
|
float shadowMapHalfSize = shadowMapsSize * 0.5f;
|
|
float x = Math::Ceil(Float3::Dot(target, upDirection) * shadowMapHalfSize / boundingVSRadius) * boundingVSRadius / shadowMapHalfSize;
|
|
float y = Math::Ceil(Float3::Dot(target, side) * shadowMapHalfSize / boundingVSRadius) * boundingVSRadius / shadowMapHalfSize;
|
|
float z = Float3::Dot(target, light.Direction);
|
|
target = upDirection * x + side * y + light.Direction * z;
|
|
}
|
|
}
|
|
|
|
const auto nearClip = 0.0f;
|
|
const auto farClip = cascadeMaxBoundLS.Z - cascadeMinBoundLS.Z;
|
|
|
|
// Create shadow view matrix
|
|
Matrix shadowView, shadowProjection, shadowVP;
|
|
Matrix::LookAt(target - light.Direction * cascadeMaxBoundLS.Z, target, upDirection, shadowView);
|
|
|
|
// Create viewport for culling with extended near/far planes due to culling issues
|
|
Matrix cullingVP;
|
|
{
|
|
const float cullRangeExtent = 100000.0f;
|
|
Matrix::OrthoOffCenter(cascadeMinBoundLS.X, cascadeMaxBoundLS.X, cascadeMinBoundLS.Y, cascadeMaxBoundLS.Y, -cullRangeExtent, farClip + cullRangeExtent, shadowProjection);
|
|
Matrix::Multiply(shadowView, shadowProjection, cullingVP);
|
|
}
|
|
|
|
// Create shadow projection matrix
|
|
Matrix::OrthoOffCenter(cascadeMinBoundLS.X, cascadeMaxBoundLS.X, cascadeMinBoundLS.Y, cascadeMaxBoundLS.Y, nearClip, farClip, shadowProjection);
|
|
|
|
// Construct shadow matrix (View * Projection)
|
|
Matrix::Multiply(shadowView, shadowProjection, shadowVP);
|
|
|
|
// Stabilize the shadow matrix on the projection
|
|
if (stabilization == ProjectionSnapping)
|
|
{
|
|
Float3 shadowPixelPosition = shadowVP.GetTranslation() * (shadowMapsSize * 0.5f);
|
|
shadowPixelPosition.Z = 0;
|
|
const Float3 shadowPixelPositionRounded(Math::Round(shadowPixelPosition.X), Math::Round(shadowPixelPosition.Y), 0.0f);
|
|
const Float4 shadowPixelOffset((shadowPixelPositionRounded - shadowPixelPosition) * (2.0f / shadowMapsSize), 0.0f);
|
|
shadowProjection.SetRow4(shadowProjection.GetRow4() + shadowPixelOffset);
|
|
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>((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<RenderLightData*, RendererAllocation> 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<ShadowsCustomBuffer>(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<ShadowsAtlasRectTile>(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<ShadowsAtlasRectTile>(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<Float4>(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<Float4>(5);
|
|
packed[0] = Float4(tile.RectTile->Width, tile.RectTile->Height, 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<ShadowsCustomBuffer>(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<ShadowsCustomBuffer>(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<ShadowsCustomBuffer>(TEXT("Shadows"));
|
|
if (shadowsPtr && shadowsPtr->ShadowMapAtlas && shadowsPtr->LastFrameUsed == Engine::FrameCount)
|
|
{
|
|
shadowMapAtlas = shadowsPtr->ShadowMapAtlas;
|
|
shadowsBuffer = shadowsPtr->ShadowsBufferView;
|
|
}
|
|
else
|
|
{
|
|
shadowMapAtlas = nullptr;
|
|
shadowsBuffer = nullptr;
|
|
}
|
|
}
|