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https://github.com/lubosz/overte.git
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Merge pull request #15827 from raveenajain/nitpick_shadows
BUGZ 598: nitpick tests failing due to shadow issue
This commit is contained in:
commit
45ffa2bb1f
7 changed files with 131 additions and 19 deletions
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@ -89,6 +89,14 @@ float Light::getShadowsBiasScale() const {
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return _shadowsBiasScale;
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}
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void Light::setBiasInput(float bias) {
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_biasInput = bias;
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}
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float Light::getBiasInput() const {
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return _biasInput;
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}
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void Light::setColor(const Color& color) {
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_lightSchemaBuffer.edit().irradiance.color = color;
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updateLightRadius();
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@ -112,6 +112,9 @@ public:
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void setShadowsBiasScale(const float scale);
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float getShadowsBiasScale() const;
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void setBiasInput(float bias);
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float getBiasInput() const;
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void setOrientation(const Quat& orientation);
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const glm::quat& getOrientation() const { return _transform.getRotation(); }
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@ -200,6 +203,7 @@ protected:
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float _shadowsMaxDistance{ 40.0f };
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float _shadowsBiasScale{ 1.0f };
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float _biasInput{ 0.5f }; // 0.23f will roughly give the default constant and slope values
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bool _castShadows{ false };
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void updateLightRadius();
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0
libraries/render-utils/src/LightStage.cpp
Normal file → Executable file
0
libraries/render-utils/src/LightStage.cpp
Normal file → Executable file
0
libraries/render-utils/src/LightStage.h
Normal file → Executable file
0
libraries/render-utils/src/LightStage.h
Normal file → Executable file
104
libraries/render-utils/src/RenderShadowTask.cpp
Normal file → Executable file
104
libraries/render-utils/src/RenderShadowTask.cpp
Normal file → Executable file
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@ -56,7 +56,6 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
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auto fadeEffect = DependencyManager::get<FadeEffect>();
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initZPassPipelines(*shapePlumber, state, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter());
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}
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const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup", input);
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const auto queryResolution = setupOutput.getN<RenderShadowSetup::Output>(1);
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const auto shadowFrame = setupOutput.getN<RenderShadowSetup::Output>(3);
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@ -318,16 +317,76 @@ RenderShadowSetup::RenderShadowSetup() :
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}
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void RenderShadowSetup::configure(const Config& configuration) {
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setConstantBias(0, configuration.constantBias0);
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setSlopeBias(0, configuration.slopeBias0);
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#if SHADOW_CASCADE_MAX_COUNT>1
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setConstantBias(1, configuration.constantBias1);
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setSlopeBias(1, configuration.slopeBias1);
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setConstantBias(2, configuration.constantBias2);
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setSlopeBias(2, configuration.slopeBias2);
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setConstantBias(3, configuration.constantBias3);
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setSlopeBias(3, configuration.slopeBias3);
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#endif
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distanceTriggeredByConfig = _globalMaxDistance != configuration.globalMaxDistance;
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biasTriggeredByConfig = _biasInput != configuration.biasInput;
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// go back to using the config's default bias values if a change to any of those is triggered
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if (constant0 != configuration.constantBias0 || slope0 != configuration.slopeBias0 ||
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constant1 != configuration.constantBias1 || slope1 != configuration.slopeBias1 ||
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constant2 != configuration.constantBias2 || slope2 != configuration.slopeBias2 ||
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constant3 != configuration.constantBias3 || slope3 != configuration.slopeBias3) {
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constant0 = configuration.constantBias0;
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slope0 = configuration.slopeBias0;
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constant1 = configuration.constantBias1;
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slope1 = configuration.slopeBias1;
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constant2 = configuration.constantBias2;
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slope2 = configuration.slopeBias2;
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constant3 = configuration.constantBias3;
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slope3 = configuration.slopeBias3;
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changeInDefaultConfigValues = true;
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distanceTriggeredByConfig = false;
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biasTriggeredByConfig = false;
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setConstantBias(0, constant0);
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setSlopeBias(0, slope0);
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#if SHADOW_CASCADE_MAX_COUNT > 1
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setConstantBias(1, constant1);
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setConstantBias(2, constant2);
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setConstantBias(3, constant3);
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setSlopeBias(1, slope1);
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setSlopeBias(2, slope2);
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setSlopeBias(3, slope3);
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#endif
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}
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// modify bias using single input and work in calculateBias()
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if (distanceTriggeredByConfig) {
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changeInDefaultConfigValues = false;
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_globalMaxDistance = configuration.globalMaxDistance;
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calculateBiases();
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}
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if (biasTriggeredByConfig) {
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changeInDefaultConfigValues = false;
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_biasInput = configuration.biasInput;
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calculateBiases();
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}
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}
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void RenderShadowSetup::calculateBiases() {
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// slope scaling values derived from ratio between original constantBias and slopeBias pairs
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const std::array<float, 4> SLOPE_SCALES = {{ 2.7f, 3.0f, 3.7f, 3.5f }};
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const float CONVERT_BIAS = 100.0f;
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const float MIN_SCALE_DIVISOR = 0.5f;
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// the bias is relative to resolution
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// to remain consistent with the constant and slope bias values, the biasInput
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// value is in the 0.0 - 1.0 range but needs to be scaled up for further calculations
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float inverseResolution = 1.0f / (float)resolution;
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int resolutionScale = DEFAULT_RESOLUTION * inverseResolution;
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float convertedBias = _biasInput * (CONVERT_BIAS / resolutionScale);
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std::array<float, 4> localConstants;
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std::array<float, 4> localSlopes;
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float scaleFactor = 1.0f;
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for (int i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
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scaleFactor = convertedBias * (cacasdeDistances[0] / glm::max(MIN_SCALE_DIVISOR, cacasdeDistances[i + 4])) * inverseResolution;
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localConstants[i] = cacasdeDistances[i] * scaleFactor;
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localSlopes[i] = cacasdeDistances[i] * scaleFactor * SLOPE_SCALES[i];
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setConstantBias(i, localConstants[i]);
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setSlopeBias(i, localSlopes[i]);
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}
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}
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void RenderShadowSetup::setConstantBias(int cascadeIndex, float value) {
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@ -368,20 +427,35 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
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if (!_globalShadowObject) {
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_globalShadowObject = std::make_shared<LightStage::Shadow>(currentKeyLight, SHADOW_CASCADE_COUNT);
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}
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resolution = _globalShadowObject->MAP_SIZE;
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_globalShadowObject->setLight(currentKeyLight);
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_globalShadowObject->setKeylightFrustum(args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);
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// if the max distance isn't altered externally, grab the value from the light
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if (!distanceTriggeredByConfig && !biasTriggeredByConfig) {
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_globalMaxDistance = currentKeyLight->getShadowsMaxDistance();
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}
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_globalShadowObject->setMaxDistance(_globalMaxDistance);
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auto& firstCascade = _globalShadowObject->getCascade(0);
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auto& firstCascadeFrustum = firstCascade.getFrustum();
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unsigned int cascadeIndex;
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for (cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
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cacasdeDistances[cascadeIndex] = _globalShadowObject->getCascade(cascadeIndex).getMaxDistance();
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cacasdeDistances[cascadeIndex + 4] = _globalShadowObject->getCascade(cascadeIndex).getMinDistance();
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}
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if (!biasTriggeredByConfig && !distanceTriggeredByConfig && !changeInDefaultConfigValues) {
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setBiasInput(currentKeyLight->getBiasInput());
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calculateBiases();
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}
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// Adjust each cascade frustum
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const auto biasScale = currentKeyLight->getShadowsBiasScale();
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for (cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
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auto& bias = _bias[cascadeIndex];
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_globalShadowObject->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(),
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SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR,
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_globalShadowObject->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(),
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SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR,
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bias._constant, bias._slope * biasScale);
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}
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32
libraries/render-utils/src/RenderShadowTask.h
Normal file → Executable file
32
libraries/render-utils/src/RenderShadowTask.h
Normal file → Executable file
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@ -50,7 +50,6 @@ signals:
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class RenderShadowTask {
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public:
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// There is one AABox per shadow cascade
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using CascadeBoxes = render::VaryingArray<AABox, SHADOW_CASCADE_MAX_COUNT>;
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using Input = render::VaryingSet2<LightStage::FramePointer, LightingModelPointer>;
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@ -74,9 +73,11 @@ public:
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};
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CullFunctor _cullFunctor;
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};
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const float DEFAULT_BIAS_INPUT = 0.5f;
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const float DEFAULT_MAX_DISTANCE = 40.0f;
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class RenderShadowSetupConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(float constantBias0 MEMBER constantBias0 NOTIFY dirty)
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@ -87,7 +88,12 @@ class RenderShadowSetupConfig : public render::Job::Config {
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Q_PROPERTY(float slopeBias1 MEMBER slopeBias1 NOTIFY dirty)
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Q_PROPERTY(float slopeBias2 MEMBER slopeBias2 NOTIFY dirty)
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Q_PROPERTY(float slopeBias3 MEMBER slopeBias3 NOTIFY dirty)
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Q_PROPERTY(float biasInput MEMBER biasInput NOTIFY dirty)
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Q_PROPERTY(float globalMaxDistance MEMBER globalMaxDistance NOTIFY dirty)
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public:
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float biasInput{ DEFAULT_BIAS_INPUT };
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float globalMaxDistance{ DEFAULT_MAX_DISTANCE };
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float constantBias0{ 0.15f };
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float constantBias1{ 0.15f };
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@ -114,7 +120,6 @@ public:
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void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
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private:
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ViewFrustumPointer _cameraFrustum;
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ViewFrustumPointer _coarseShadowFrustum;
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struct {
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@ -125,8 +130,29 @@ private:
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LightStage::ShadowFrame::Object _globalShadowObject;
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LightStage::ShadowFramePointer _shadowFrameCache;
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const int DEFAULT_RESOLUTION = 1024;
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float _biasInput{ DEFAULT_BIAS_INPUT };
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float _globalMaxDistance{ DEFAULT_MAX_DISTANCE };
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int resolution{ DEFAULT_RESOLUTION };
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// initialize with values from RenderShadowSetupConfig
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float constant0{ 0.15f };
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float constant1{ 0.15f };
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float constant2{ 0.175f };
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float constant3{ 0.2f };
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float slope0{ 0.4f };
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float slope1{ 0.45f };
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float slope2{ 0.65f };
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float slope3{ 0.7f };
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bool changeInDefaultConfigValues{ false };
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bool distanceTriggeredByConfig{ false };
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bool biasTriggeredByConfig{ false };
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std::array<float, 8> cacasdeDistances; // 4 max then 4 min distances
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void setConstantBias(int cascadeIndex, float value);
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void setSlopeBias(int cascadeIndex, float value);
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void setBiasInput(float input) { _biasInput = input; }
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void calculateBiases();
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};
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class RenderShadowCascadeSetup {
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2
libraries/render-utils/src/Shadow.slh
Normal file → Executable file
2
libraries/render-utils/src/Shadow.slh
Normal file → Executable file
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@ -63,7 +63,7 @@ ShadowSampleOffsets evalShadowFilterOffsets(vec4 position) {
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coords.y += (index & 2) >> 1;
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#endif
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// Offset for efficient PCF, see http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
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// Offset for efficient PCF, see https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html
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ivec2 offset = coords & ivec2(1,1);
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offset.y = (offset.x+offset.y) & 1;
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