init change, bias triggered via script

This commit is contained in:
raveenajain 2019-06-18 10:02:22 -07:00
parent b9e2443451
commit 44caf67527
7 changed files with 68 additions and 12 deletions

View file

@ -89,6 +89,14 @@ float Light::getShadowsBiasScale() const {
return _shadowsBiasScale;
}
void Light::setBiasInput(const float bias) {
_biasInput = bias;
}
float Light::getBiasInput() const {
return _biasInput;
}
void Light::setColor(const Color& color) {
_lightSchemaBuffer.edit().irradiance.color = color;
updateLightRadius();

View file

@ -112,6 +112,9 @@ public:
void setShadowsBiasScale(const float scale);
float getShadowsBiasScale() const;
void setBiasInput(const float bias);
float getBiasInput() const;
void setOrientation(const Quat& orientation);
const glm::quat& getOrientation() const { return _transform.getRotation(); }
@ -200,6 +203,7 @@ protected:
float _shadowsMaxDistance{ 40.0f };
float _shadowsBiasScale{ 1.0f };
float _biasInput{ 0.3f }; // gives default constant and slope values
bool _castShadows{ false };
void updateLightRadius();

1
libraries/render-utils/src/LightStage.cpp Normal file → Executable file
View file

@ -151,6 +151,7 @@ LightStage::Shadow::Shadow(graphics::LightPointer light, unsigned int cascadeCou
if (light) {
setMaxDistance(light->getShadowsMaxDistance());
setBiasInput(light->getBiasInput());
}
}

3
libraries/render-utils/src/LightStage.h Normal file → Executable file
View file

@ -92,6 +92,8 @@ public:
float getMaxDistance() const { return _maxDistance; }
void setMaxDistance(float value);
void setBiasInput(float value) { _biasInput = value; }
const graphics::LightPointer& getLight() const { return _light; }
gpu::TexturePointer map;
@ -110,6 +112,7 @@ public:
graphics::LightPointer _light;
float _maxDistance{ 0.0f };
float _biasInput;
Cascades _cascades;
UniformBufferView _schemaBuffer = nullptr;

52
libraries/render-utils/src/RenderShadowTask.cpp Normal file → Executable file
View file

@ -56,7 +56,6 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
auto fadeEffect = DependencyManager::get<FadeEffect>();
initZPassPipelines(*shapePlumber, state, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter());
}
const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup", input);
const auto queryResolution = setupOutput.getN<RenderShadowSetup::Output>(1);
const auto shadowFrame = setupOutput.getN<RenderShadowSetup::Output>(3);
@ -318,15 +317,43 @@ RenderShadowSetup::RenderShadowSetup() :
}
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);
// change shadow map based on distinct constant and slope values
float constant0 = configuration.constantBias0;
float constant1 = configuration.constantBias1;
float constant2 = configuration.constantBias2;
float constant3 = configuration.constantBias3;
float slope0 = configuration.slopeBias0;
float slope1 = configuration.slopeBias1;
float slope2 = configuration.slopeBias2;
float slope3 = configuration.slopeBias3;
// based on external bias input
if (prevBiasInput != configuration.biasInput) {
prevBiasInput = configuration.biasInput;
_biasInput = configuration.biasInput;
constant0 = (cacasdeDepths[0] / resolution) * _biasInput;
constant1 = (cacasdeDepths[1] / resolution) * _biasInput;
constant2 = (cacasdeDepths[2] / resolution) * _biasInput * 1.1f;
constant3 = (cacasdeDepths[3] / resolution) * _biasInput * 1.3f;
slope0 = constant0 * 2.7f;
slope1 = constant1 * 3.0f;
slope2 = constant2 * 3.7f;
slope3 = constant3 * 3.3f;
}
setConstantBias(0, constant0);
setSlopeBias(0, slope0);
#if SHADOW_CASCADE_MAX_COUNT > 1
setConstantBias(1, constant1);
setConstantBias(2, constant2);
setConstantBias(3, constant3);
setSlopeBias(1, slope1);
setSlopeBias(2, slope2);
setSlopeBias(3, slope3);
#endif
}
@ -368,7 +395,7 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
if (!_globalShadowObject) {
_globalShadowObject = std::make_shared<LightStage::Shadow>(currentKeyLight, SHADOW_CASCADE_COUNT);
}
resolution = _globalShadowObject->MAP_SIZE;
_globalShadowObject->setLight(currentKeyLight);
_globalShadowObject->setKeylightFrustum(args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);
@ -378,6 +405,7 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
// Adjust each cascade frustum
const auto biasScale = currentKeyLight->getShadowsBiasScale();
setBiasInput(currentKeyLight->getBiasInput());
for (cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
auto& bias = _bias[cascadeIndex];
_globalShadowObject->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(),
@ -398,6 +426,7 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
auto bottom = glm::dot(farBottomRight, firstCascadeFrustum->getUp());
auto near = firstCascadeFrustum->getNearClip();
auto far = firstCascadeFrustum->getFarClip();
cacasdeDepths[0] = far;
for (cascadeIndex = 1; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
auto& cascadeFrustum = _globalShadowObject->getCascade(cascadeIndex).getFrustum();
@ -417,6 +446,7 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
top = glm::max(top, cascadeTop);
near = glm::min(near, cascadeNear);
far = glm::max(far, cascadeFar);
cacasdeDepths[cascadeIndex] = far;
}
_coarseShadowFrustum->setPosition(firstCascadeFrustum->getPosition());

10
libraries/render-utils/src/RenderShadowTask.h Normal file → Executable file
View file

@ -87,8 +87,12 @@ class RenderShadowSetupConfig : public render::Job::Config {
Q_PROPERTY(float slopeBias1 MEMBER slopeBias1 NOTIFY dirty)
Q_PROPERTY(float slopeBias2 MEMBER slopeBias2 NOTIFY dirty)
Q_PROPERTY(float slopeBias3 MEMBER slopeBias3 NOTIFY dirty)
Q_PROPERTY(float biasInput MEMBER biasInput NOTIFY dirty)
public:
float biasInput { 0.3f };
float constantBias0{ 0.15f };
float constantBias1{ 0.15f };
float constantBias2{ 0.175f };
@ -112,6 +116,11 @@ public:
RenderShadowSetup();
void configure(const Config& configuration);
void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
float _biasInput;
float prevBiasInput { _biasInput };
int resolution { 1024 };
QVector<float> cacasdeDepths = QVector<float>(4);
private:
@ -127,6 +136,7 @@ private:
void setConstantBias(int cascadeIndex, float value);
void setSlopeBias(int cascadeIndex, float value);
void setBiasInput(float input) { _biasInput = input; }
};
class RenderShadowCascadeSetup {

2
libraries/render-utils/src/Shadow.slh Normal file → Executable file
View file

@ -63,7 +63,7 @@ ShadowSampleOffsets evalShadowFilterOffsets(vec4 position) {
coords.y += (index & 2) >> 1;
#endif
// Offset for efficient PCF, see http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
// Offset for efficient PCF, see https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html
ivec2 offset = coords & ivec2(1,1);
offset.y = (offset.x+offset.y) & 1;