// // RenderShadowTask.cpp // render-utils/src/ // // Created by Zach Pomerantz on 1/7/2016. // Copyright 2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "RenderShadowTask.h" #include #include #include #include #include #include "DeferredLightingEffect.h" #include "FramebufferCache.h" #include "RenderUtilsLogging.h" // These values are used for culling the objects rendered in the shadow map // but are readjusted afterwards #define SHADOW_FRUSTUM_NEAR 1.0f #define SHADOW_FRUSTUM_FAR 500.0f using namespace render; extern void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state); static void computeNearFar(const Triangle& triangle, const Plane shadowClipPlanes[4], float& near, float& far) { static const int MAX_TRIANGLE_COUNT = 16; Triangle clippedTriangles[MAX_TRIANGLE_COUNT]; auto clippedTriangleCount = clipTriangleWithPlanes(triangle, shadowClipPlanes, 4, clippedTriangles, MAX_TRIANGLE_COUNT); for (auto i = 0; i < clippedTriangleCount; i++) { const auto& clippedTriangle = clippedTriangles[i]; near = glm::min(near, -clippedTriangle.v0.z); near = glm::min(near, -clippedTriangle.v1.z); near = glm::min(near, -clippedTriangle.v2.z); far = glm::max(far, -clippedTriangle.v0.z); far = glm::max(far, -clippedTriangle.v1.z); far = glm::max(far, -clippedTriangle.v2.z); } } static void computeNearFar(const glm::vec3 sceneBoundVertices[8], const Plane shadowClipPlanes[4], float& near, float& far) { // This code is inspired from Microsoft's CascadedShadowMaps11 sample which is under MIT licence. // See https://code.msdn.microsoft.com/windowsdesktop/Direct3D-Shadow-Win32-2d72a4f2/sourcecode?fileId=121915&pathId=1645833187 // Basically it decomposes the object bounding box in triangles and clips each triangle with the shadow // frustum planes. Finally it computes the minimum and maximum depth of the clipped triangle vertices // in shadow space to extract the near and far distances of the shadow frustum. static const std::array boxQuadVertexIndices = { { { TOP_LEFT_FAR, BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, TOP_RIGHT_FAR }, { TOP_LEFT_NEAR, BOTTOM_LEFT_NEAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR }, { TOP_RIGHT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR }, { TOP_LEFT_FAR, BOTTOM_LEFT_FAR, BOTTOM_LEFT_NEAR, TOP_LEFT_NEAR }, { BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_RIGHT_NEAR, BOTTOM_LEFT_NEAR }, { TOP_LEFT_FAR, TOP_RIGHT_FAR, TOP_RIGHT_NEAR, TOP_LEFT_NEAR } } }; Triangle triangle; for (auto quadVertexIndices : boxQuadVertexIndices) { triangle.v0 = sceneBoundVertices[quadVertexIndices[0]]; triangle.v1 = sceneBoundVertices[quadVertexIndices[1]]; triangle.v2 = sceneBoundVertices[quadVertexIndices[2]]; computeNearFar(triangle, shadowClipPlanes, near, far); triangle.v1 = sceneBoundVertices[quadVertexIndices[3]]; computeNearFar(triangle, shadowClipPlanes, near, far); } } static void adjustNearFar(const AABox& inShapeBounds, ViewFrustum& shadowFrustum) { const Transform shadowView{ shadowFrustum.getView() }; const Transform shadowViewInverse{ shadowView.getInverseMatrix() }; glm::vec3 sceneBoundVertices[8]; // Keep only the left, right, top and bottom shadow frustum planes as we wish to determine // the near and far Plane shadowClipPlanes[4]; int i; // The vertices of the scene bounding box are expressed in the shadow frustum's local space for (i = 0; i < 8; i++) { sceneBoundVertices[i] = shadowViewInverse.transform(inShapeBounds.getVertex(static_cast(i))); } shadowFrustum.getUniformlyTransformedSidePlanes(shadowViewInverse, shadowClipPlanes); float near = std::numeric_limits::max(); float far = 0.0f; computeNearFar(sceneBoundVertices, shadowClipPlanes, near, far); // Limit the far range to the one used originally. far = glm::min(far, shadowFrustum.getFarClip()); const auto depthEpsilon = 0.1f; auto projMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, near - depthEpsilon, far + depthEpsilon); auto shadowProjection = shadowFrustum.getProjection(); shadowProjection[2][2] = projMatrix[2][2]; shadowProjection[3][2] = projMatrix[3][2]; shadowFrustum.setProjection(shadowProjection); shadowFrustum.calculate(); } void RenderShadowMap::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); const auto& inShapes = inputs.get0(); const auto& inShapeBounds = inputs.get1(); auto lightStage = renderContext->_scene->getStage(); assert(lightStage); auto shadow = lightStage->getCurrentKeyShadow(); if (!shadow || _cascadeIndex >= shadow->getCascadeCount()) { return; } auto& cascade = shadow->getCascade(_cascadeIndex); auto& fbo = cascade.framebuffer; RenderArgs* args = renderContext->args; ShapeKey::Builder defaultKeyBuilder; auto adjustedShadowFrustum = args->getViewFrustum(); // Adjust the frustum near and far depths based on the rendered items bounding box to have // the minimal Z range. adjustNearFar(inShapeBounds, adjustedShadowFrustum); // Reapply the frustum as it has been adjusted shadow->setCascadeFrustum(_cascadeIndex, adjustedShadowFrustum); args->popViewFrustum(); args->pushViewFrustum(adjustedShadowFrustum); gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { args->_batch = &batch; batch.enableStereo(false); glm::ivec4 viewport{0, 0, fbo->getWidth(), fbo->getHeight()}; batch.setViewportTransform(viewport); batch.setStateScissorRect(viewport); batch.setFramebuffer(fbo); batch.clearFramebuffer( gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH, vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, true); glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat, false); auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder); auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned()); std::vector skinnedShapeKeys{}; std::vector ownPipelineShapeKeys{}; // Iterate through all inShapes and render the unskinned args->_shapePipeline = shadowPipeline; batch.setPipeline(shadowPipeline->pipeline); for (auto items : inShapes) { if (items.first.isSkinned()) { skinnedShapeKeys.push_back(items.first); } else if (!items.first.hasOwnPipeline()) { renderItems(renderContext, items.second); } else { ownPipelineShapeKeys.push_back(items.first); } } // Reiterate to render the skinned args->_shapePipeline = shadowSkinnedPipeline; batch.setPipeline(shadowSkinnedPipeline->pipeline); for (const auto& key : skinnedShapeKeys) { renderItems(renderContext, inShapes.at(key)); } // Finally render the items with their own pipeline last to prevent them from breaking the // render state. This is probably a temporary code as there is probably something better // to do in the render call of objects that have their own pipeline. args->_shapePipeline = nullptr; for (const auto& key : ownPipelineShapeKeys) { args->_itemShapeKey = key._flags.to_ulong(); renderItems(renderContext, inShapes.at(key)); } args->_batch = nullptr; }); } void RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, CullFunctor cullFunctor) { cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&) { return true; }; // Prepare the ShapePipeline ShapePlumberPointer shapePlumber = std::make_shared(); { auto state = std::make_shared(); state->setCullMode(gpu::State::CULL_BACK); state->setDepthTest(true, true, gpu::LESS_EQUAL); initZPassPipelines(*shapePlumber, state); } task.addJob("ShadowSetup"); for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) { const auto setupOutput = task.addJob("ShadowCascadeSetup", i); const auto shadowFilter = setupOutput.getN(1); // CPU jobs: // Fetch and cull the items from the scene const auto shadowSelection = task.addJob("FetchShadowSelection", shadowFilter); const auto cullInputs = CullSpatialSelection::Inputs(shadowSelection, shadowFilter).asVarying(); const auto culledShadowSelection = task.addJob("CullShadowSelection", cullInputs, cullFunctor, RenderDetails::SHADOW); // Sort const auto sortedPipelines = task.addJob("PipelineSortShadowSort", culledShadowSelection); const auto sortedShapesAndBounds = task.addJob("DepthSortShadowMap", sortedPipelines, true); // GPU jobs: Render to shadow map task.addJob("RenderShadowMap", sortedShapesAndBounds, shapePlumber, i); task.addJob("ShadowCascadeTeardown", setupOutput); } } void RenderShadowTask::configure(const Config& configuration) { DependencyManager::get()->setShadowMapEnabled(configuration.enabled); // This is a task, so must still propogate configure() to its Jobs // Task::configure(configuration); } void RenderShadowSetup::run(const render::RenderContextPointer& renderContext) { auto lightStage = renderContext->_scene->getStage(); assert(lightStage); // Cache old render args RenderArgs* args = renderContext->args; const auto globalShadow = lightStage->getCurrentKeyShadow(); if (globalShadow) { globalShadow->setKeylightFrustum(args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR); } } void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderContext, Outputs& output) { auto lightStage = renderContext->_scene->getStage(); assert(lightStage); // Cache old render args RenderArgs* args = renderContext->args; output.edit0() = args->_renderMode; output.edit2() = args->_sizeScale; const auto globalShadow = lightStage->getCurrentKeyShadow(); if (globalShadow && _cascadeIndexgetCascadeCount()) { output.edit1() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered(); globalShadow->setKeylightCascadeFrustum(_cascadeIndex, args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR); // Set the keylight render args args->pushViewFrustum(*(globalShadow->getCascade(_cascadeIndex).getFrustum())); args->_renderMode = RenderArgs::SHADOW_RENDER_MODE; if (lightStage->getCurrentKeyLight()->getType() == graphics::Light::SUN) { const float shadowSizeScale = 1e16f; // Set the size scale to a ridiculously high value to prevent small object culling which assumes // the view frustum is a perspective projection. But this isn't the case for the sun which // is an orthographic projection. args->_sizeScale = shadowSizeScale; } } else { output.edit1() = ItemFilter::Builder::nothing(); } } void RenderShadowCascadeTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) { RenderArgs* args = renderContext->args; if (args->_renderMode == RenderArgs::SHADOW_RENDER_MODE && !input.get1().selectsNothing()) { args->popViewFrustum(); } assert(args->hasViewFrustum()); // Reset the render args args->_renderMode = input.get0(); args->_sizeScale = input.get2(); };