// // 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" #include "RenderCommonTask.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); 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 RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cameraCullFunctor, uint8_t tagBits, uint8_t tagMask) { // 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); } // FIXME: calling this here before the zones/lights are drawn during the deferred/forward passes means we're actually using the frames from the previous draw // Fetch the current frame stacks from all the stages const auto currentFrames = task.addJob("FetchCurrentFrames"); const auto lightFrame = currentFrames.getN(0); const auto setupOutput = task.addJob("ShadowSetup", lightFrame); const auto queryResolution = setupOutput.getN(1); // Fetch and cull the items from the scene static const auto shadowCasterReceiverFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(tagBits, tagMask); const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterReceiverFilter, queryResolution).asVarying(); const auto shadowSelection = task.addJob("FetchShadowTree", fetchInput); const auto selectionInputs = FilterSpatialSelection::Inputs(shadowSelection, shadowCasterReceiverFilter).asVarying(); const auto shadowItems = task.addJob("FilterShadowSelection", selectionInputs); // Cull objects that are not visible in camera view. Hopefully the cull functor only performs LOD culling, not // frustum culling or this will make shadow casters out of the camera frustum disappear. const auto cameraFrustum = setupOutput.getN(2); const auto applyFunctorInputs = ApplyCullFunctorOnItemBounds::Inputs(shadowItems, cameraFrustum).asVarying(); const auto culledShadowItems = task.addJob("ShadowCullCamera", applyFunctorInputs, cameraCullFunctor); // Sort const auto sortedPipelines = task.addJob("PipelineSortShadow", culledShadowItems); const auto sortedShapes = task.addJob("DepthSortShadow", sortedPipelines, true); render::Varying cascadeFrustums[SHADOW_CASCADE_MAX_COUNT] = { ViewFrustumPointer() #if SHADOW_CASCADE_MAX_COUNT>1 ,ViewFrustumPointer(), ViewFrustumPointer(), ViewFrustumPointer() #endif }; Output cascadeSceneBBoxes; for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) { char jobName[64]; sprintf(jobName, "ShadowCascadeSetup%d", i); const auto cascadeSetupOutput = task.addJob(jobName, lightFrame, i, tagBits, tagMask); const auto shadowFilter = cascadeSetupOutput.getN(0); auto antiFrustum = render::Varying(ViewFrustumPointer()); cascadeFrustums[i] = cascadeSetupOutput.getN(1); if (i > 1) { antiFrustum = cascadeFrustums[i - 2]; } const auto cullInputs = CullShadowBounds::Inputs(sortedShapes, shadowFilter, antiFrustum, lightFrame, cascadeSetupOutput.getN(2)).asVarying(); sprintf(jobName, "CullShadowCascade%d", i); const auto culledShadowItemsAndBounds = task.addJob(jobName, cullInputs); // GPU jobs: Render to shadow map sprintf(jobName, "RenderShadowMap%d", i); const auto shadowInputs = RenderShadowMap::Inputs(culledShadowItemsAndBounds.getN(0), culledShadowItemsAndBounds.getN(1), lightFrame).asVarying(); task.addJob(jobName, shadowInputs, shapePlumber, i); sprintf(jobName, "ShadowCascadeTeardown%d", i); task.addJob(jobName, shadowFilter); cascadeSceneBBoxes[i] = culledShadowItemsAndBounds.getN(1); } output = render::Varying(cascadeSceneBBoxes); task.addJob("ShadowTeardown", setupOutput); } 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) { if (!inShapeBounds.isNull()) { 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()); if (near > far) { near = far; } 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(); const auto& lightFrame = inputs.get2(); auto lightStage = renderContext->_scene->getStage(); assert(lightStage); auto shadow = lightStage->getCurrentKeyShadow(*lightFrame); 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("RenderShadowMap::run", 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.clearDepthFramebuffer(1.0, false); if (!inShapeBounds.isNull()) { 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 shadowDeformedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withDeformed()); auto shadowDeformedDQPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withDeformed().withDualQuatSkinned()); std::vector deformedShapeKeys{}; std::vector deformedDQShapeKeys{}; 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.isDeformed()) { if (items.first.isDualQuatSkinned()) { deformedDQShapeKeys.push_back(items.first); } else { deformedShapeKeys.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 = shadowDeformedPipeline; batch.setPipeline(shadowDeformedPipeline->pipeline); for (const auto& key : deformedShapeKeys) { renderItems(renderContext, inShapes.at(key)); } // Reiterate to render the DQ skinned args->_shapePipeline = shadowDeformedDQPipeline; batch.setPipeline(shadowDeformedDQPipeline->pipeline); for (const auto& key : deformedDQShapeKeys) { 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; }); } RenderShadowSetup::RenderShadowSetup() : _cameraFrustum{ std::make_shared() }, _coarseShadowFrustum{ std::make_shared() } { } void RenderShadowSetup::configure(const Config& configuration) { setConstantBias(0, configuration.constantBias0); setSlopeBias(0, configuration.slopeBias0); #if SHADOW_CASCADE_MAX_COUNT>1 setConstantBias(1, configuration.constantBias1); setSlopeBias(1, configuration.slopeBias1); setConstantBias(2, configuration.constantBias2); setSlopeBias(2, configuration.slopeBias2); setConstantBias(3, configuration.constantBias3); setSlopeBias(3, configuration.slopeBias3); #endif } void RenderShadowSetup::setConstantBias(int cascadeIndex, float value) { _bias[cascadeIndex]._constant = value * value * value * 0.004f; } void RenderShadowSetup::setSlopeBias(int cascadeIndex, float value) { _bias[cascadeIndex]._slope = value * value * value * 0.01f; } void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, const Inputs& input, Outputs& output) { // Abort all jobs if not casting shadows auto lightStage = renderContext->_scene->getStage(); auto lightFrame = *input; assert(lightStage); if (!lightStage->getCurrentKeyLight(lightFrame) || !lightStage->getCurrentKeyLight(lightFrame)->getCastShadows()) { renderContext->taskFlow.abortTask(); return; } // Cache old render args RenderArgs* args = renderContext->args; output.edit0() = args->_renderMode; output.edit1() = glm::ivec2(0, 0); // Save main camera frustum *_cameraFrustum = args->getViewFrustum(); output.edit2() = _cameraFrustum; const auto globalShadow = lightStage->getCurrentKeyShadow(lightFrame); if (globalShadow) { globalShadow->setKeylightFrustum(args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR); auto& firstCascade = globalShadow->getCascade(0); auto& firstCascadeFrustum = firstCascade.getFrustum(); unsigned int cascadeIndex; // Adjust each cascade frustum for (cascadeIndex = 0; cascadeIndex < globalShadow->getCascadeCount(); ++cascadeIndex) { auto& bias = _bias[cascadeIndex]; globalShadow->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR, bias._constant, bias._slope); } // Now adjust coarse frustum bounds auto frustumPosition = firstCascadeFrustum->getPosition(); auto farTopLeft = firstCascadeFrustum->getFarTopLeft() - frustumPosition; auto farBottomRight = firstCascadeFrustum->getFarBottomRight() - frustumPosition; auto left = glm::dot(farTopLeft, firstCascadeFrustum->getRight()); auto right = glm::dot(farBottomRight, firstCascadeFrustum->getRight()); auto top = glm::dot(farTopLeft, firstCascadeFrustum->getUp()); auto bottom = glm::dot(farBottomRight, firstCascadeFrustum->getUp()); auto near = firstCascadeFrustum->getNearClip(); auto far = firstCascadeFrustum->getFarClip(); for (cascadeIndex = 1; cascadeIndex < globalShadow->getCascadeCount(); ++cascadeIndex) { auto& cascadeFrustum = globalShadow->getCascade(cascadeIndex).getFrustum(); farTopLeft = cascadeFrustum->getFarTopLeft() - frustumPosition; farBottomRight = cascadeFrustum->getFarBottomRight() - frustumPosition; auto cascadeLeft = glm::dot(farTopLeft, cascadeFrustum->getRight()); auto cascadeRight = glm::dot(farBottomRight, cascadeFrustum->getRight()); auto cascadeTop = glm::dot(farTopLeft, cascadeFrustum->getUp()); auto cascadeBottom = glm::dot(farBottomRight, cascadeFrustum->getUp()); auto cascadeNear = cascadeFrustum->getNearClip(); auto cascadeFar = cascadeFrustum->getFarClip(); left = glm::min(left, cascadeLeft); right = glm::max(right, cascadeRight); bottom = glm::min(bottom, cascadeBottom); top = glm::max(top, cascadeTop); near = glm::min(near, cascadeNear); far = glm::max(far, cascadeFar); } _coarseShadowFrustum->setPosition(firstCascadeFrustum->getPosition()); _coarseShadowFrustum->setOrientation(firstCascadeFrustum->getOrientation()); _coarseShadowFrustum->setProjection(glm::ortho(left, right, bottom, top, near, far)); _coarseShadowFrustum->calculate(); // Push frustum for further culling and selection args->pushViewFrustum(*_coarseShadowFrustum); args->_renderMode = RenderArgs::SHADOW_RENDER_MODE; // We want for the octree query enough resolution to catch the details in the lowest cascade. So compute // the desired resolution for the first cascade frustum and extrapolate it to the coarse frustum. glm::ivec2 queryResolution = firstCascade.framebuffer->getSize(); queryResolution.x = int(queryResolution.x * _coarseShadowFrustum->getWidth() / firstCascadeFrustum->getWidth()); queryResolution.y = int(queryResolution.y * _coarseShadowFrustum->getHeight() / firstCascadeFrustum->getHeight()); output.edit1() = queryResolution; } } void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderContext, const Inputs& input, Outputs& output) { auto lightStage = renderContext->_scene->getStage(); const auto& lightFrame = *input; assert(lightStage); // Cache old render args RenderArgs* args = renderContext->args; RenderShadowTask::CullFunctor cullFunctor; const auto globalShadow = lightStage->getCurrentKeyShadow(lightFrame); if (globalShadow && _cascadeIndex < globalShadow->getCascadeCount()) { // Second item filter is to filter items to keep in shadow frustum computation (here we need to keep shadow receivers) output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask); // Set the keylight render args auto& cascade = globalShadow->getCascade(_cascadeIndex); auto& cascadeFrustum = cascade.getFrustum(); args->pushViewFrustum(*cascadeFrustum); auto texelSize = glm::min(cascadeFrustum->getHeight(), cascadeFrustum->getWidth()) / cascade.framebuffer->getSize().x; // Set the cull threshold to 24 shadow texels. This is totally arbitrary const auto minTexelCount = 24.0f; // TODO : maybe adapt that with LOD management system? texelSize *= minTexelCount; cullFunctor._minSquareSize = texelSize * texelSize; output.edit1() = cascadeFrustum; } else { output.edit0() = ItemFilter::Builder::nothing(); output.edit1() = ViewFrustumPointer(); } output.edit2() = cullFunctor; } void RenderShadowCascadeTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) { RenderArgs* args = renderContext->args; if (args->_renderMode == RenderArgs::SHADOW_RENDER_MODE && !input.selectsNothing()) { args->popViewFrustum(); } assert(args->hasViewFrustum()); } void RenderShadowTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) { RenderArgs* args = renderContext->args; if (args->_renderMode == RenderArgs::SHADOW_RENDER_MODE) { args->popViewFrustum(); } assert(args->hasViewFrustum()); // Reset the render args args->_renderMode = input.get0(); } static AABox& merge(AABox& box, const AABox& otherBox, const glm::vec3& dir) { if (!otherBox.isInvalid()) { int vertexIndex = 0; vertexIndex |= ((dir.z > 0.0f) & 1) << 2; vertexIndex |= ((dir.y > 0.0f) & 1) << 1; vertexIndex |= ((dir.x < 0.0f) & 1); auto vertex = otherBox.getVertex((BoxVertex)vertexIndex); if (!box.isInvalid()) { const auto boxCenter = box.calcCenter(); vertex -= boxCenter; vertex = dir * glm::max(0.0f, glm::dot(vertex, dir)); vertex += boxCenter; } box += vertex; } return box; } void CullShadowBounds::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); RenderArgs* args = renderContext->args; const auto& inShapes = inputs.get0(); const auto& filter = inputs.get1(); ViewFrustumPointer antiFrustum; auto& outShapes = outputs.edit0(); auto& outBounds = outputs.edit1(); if (!inputs[3].isNull()) { antiFrustum = inputs.get2(); } outShapes.clear(); outBounds = AABox(); const auto& lightFrame = *inputs.get3(); auto cullFunctor = inputs.get4(); render::CullFunctor shadowCullFunctor = [cullFunctor](const RenderArgs* args, const AABox& bounds) { return cullFunctor(args, bounds); }; if (!filter.selectsNothing()) { auto& details = args->_details.edit(RenderDetails::SHADOW); render::CullTest test(shadowCullFunctor, args, details, antiFrustum); auto scene = args->_scene; auto lightStage = renderContext->_scene->getStage(); assert(lightStage); const auto globalLightDir = lightStage->getCurrentKeyLight(lightFrame)->getDirection(); auto castersFilter = render::ItemFilter::Builder(filter).withShadowCaster().build(); const auto& receiversFilter = filter; for (auto& inItems : inShapes) { auto key = inItems.first; auto outItems = outShapes.find(key); if (outItems == outShapes.end()) { outItems = outShapes.insert(std::make_pair(key, ItemBounds{})).first; outItems->second.reserve(inItems.second.size()); } details._considered += (int)inItems.second.size(); if (antiFrustum == nullptr) { for (auto& item : inItems.second) { if (test.solidAngleTest(item.bound) && test.frustumTest(item.bound)) { const auto shapeKey = scene->getItem(item.id).getKey(); if (castersFilter.test(shapeKey)) { outItems->second.emplace_back(item); outBounds += item.bound; } else if (receiversFilter.test(shapeKey)) { // Receivers are not rendered but they still increase the bounds of the shadow scene // although only in the direction of the light direction so as to have a correct far // distance without decreasing the near distance. merge(outBounds, item.bound, globalLightDir); } } } } else { for (auto& item : inItems.second) { if (test.solidAngleTest(item.bound) && test.frustumTest(item.bound) && test.antiFrustumTest(item.bound)) { const auto shapeKey = scene->getItem(item.id).getKey(); if (castersFilter.test(shapeKey)) { outItems->second.emplace_back(item); outBounds += item.bound; } else if (receiversFilter.test(shapeKey)) { // Receivers are not rendered but they still increase the bounds of the shadow scene // although only in the direction of the light direction so as to have a correct far // distance without decreasing the near distance. merge(outBounds, item.bound, globalLightDir); } } } } details._rendered += (int)outItems->second.size(); } for (auto& items : outShapes) { items.second.shrink_to_fit(); } } }