Merge pull request #15827 from raveenajain/nitpick_shadows

BUGZ 598: nitpick tests failing due to shadow issue
This commit is contained in:
Andrew Meadows 2019-06-27 13:37:31 -07:00 committed by GitHub
commit 45ffa2bb1f
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 131 additions and 19 deletions

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

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@ -112,6 +112,9 @@ public:
void setShadowsBiasScale(const float scale);
float getShadowsBiasScale() const;
void setBiasInput(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{ 0.5f }; // 0.23f will roughly give the default constant and slope values
bool _castShadows{ false };
void updateLightRadius();

0
libraries/render-utils/src/LightStage.cpp Normal file → Executable file
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0
libraries/render-utils/src/LightStage.h Normal file → Executable file
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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
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);
@ -318,16 +317,76 @@ 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);
#endif
distanceTriggeredByConfig = _globalMaxDistance != configuration.globalMaxDistance;
biasTriggeredByConfig = _biasInput != configuration.biasInput;
// go back to using the config's default bias values if a change to any of those is triggered
if (constant0 != configuration.constantBias0 || slope0 != configuration.slopeBias0 ||
constant1 != configuration.constantBias1 || slope1 != configuration.slopeBias1 ||
constant2 != configuration.constantBias2 || slope2 != configuration.slopeBias2 ||
constant3 != configuration.constantBias3 || slope3 != configuration.slopeBias3) {
constant0 = configuration.constantBias0;
slope0 = configuration.slopeBias0;
constant1 = configuration.constantBias1;
slope1 = configuration.slopeBias1;
constant2 = configuration.constantBias2;
slope2 = configuration.slopeBias2;
constant3 = configuration.constantBias3;
slope3 = configuration.slopeBias3;
changeInDefaultConfigValues = true;
distanceTriggeredByConfig = false;
biasTriggeredByConfig = false;
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
}
// modify bias using single input and work in calculateBias()
if (distanceTriggeredByConfig) {
changeInDefaultConfigValues = false;
_globalMaxDistance = configuration.globalMaxDistance;
calculateBiases();
}
if (biasTriggeredByConfig) {
changeInDefaultConfigValues = false;
_biasInput = configuration.biasInput;
calculateBiases();
}
}
void RenderShadowSetup::calculateBiases() {
// slope scaling values derived from ratio between original constantBias and slopeBias pairs
const std::array<float, 4> SLOPE_SCALES = {{ 2.7f, 3.0f, 3.7f, 3.5f }};
const float CONVERT_BIAS = 100.0f;
const float MIN_SCALE_DIVISOR = 0.5f;
// the bias is relative to resolution
// to remain consistent with the constant and slope bias values, the biasInput
// value is in the 0.0 - 1.0 range but needs to be scaled up for further calculations
float inverseResolution = 1.0f / (float)resolution;
int resolutionScale = DEFAULT_RESOLUTION * inverseResolution;
float convertedBias = _biasInput * (CONVERT_BIAS / resolutionScale);
std::array<float, 4> localConstants;
std::array<float, 4> localSlopes;
float scaleFactor = 1.0f;
for (int i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
scaleFactor = convertedBias * (cacasdeDistances[0] / glm::max(MIN_SCALE_DIVISOR, cacasdeDistances[i + 4])) * inverseResolution;
localConstants[i] = cacasdeDistances[i] * scaleFactor;
localSlopes[i] = cacasdeDistances[i] * scaleFactor * SLOPE_SCALES[i];
setConstantBias(i, localConstants[i]);
setSlopeBias(i, localSlopes[i]);
}
}
void RenderShadowSetup::setConstantBias(int cascadeIndex, float value) {
@ -368,20 +427,35 @@ 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);
// if the max distance isn't altered externally, grab the value from the light
if (!distanceTriggeredByConfig && !biasTriggeredByConfig) {
_globalMaxDistance = currentKeyLight->getShadowsMaxDistance();
}
_globalShadowObject->setMaxDistance(_globalMaxDistance);
auto& firstCascade = _globalShadowObject->getCascade(0);
auto& firstCascadeFrustum = firstCascade.getFrustum();
unsigned int cascadeIndex;
for (cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
cacasdeDistances[cascadeIndex] = _globalShadowObject->getCascade(cascadeIndex).getMaxDistance();
cacasdeDistances[cascadeIndex + 4] = _globalShadowObject->getCascade(cascadeIndex).getMinDistance();
}
if (!biasTriggeredByConfig && !distanceTriggeredByConfig && !changeInDefaultConfigValues) {
setBiasInput(currentKeyLight->getBiasInput());
calculateBiases();
}
// Adjust each cascade frustum
const auto biasScale = currentKeyLight->getShadowsBiasScale();
for (cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
auto& bias = _bias[cascadeIndex];
_globalShadowObject->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(),
SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR,
_globalShadowObject->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(),
SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR,
bias._constant, bias._slope * biasScale);
}

32
libraries/render-utils/src/RenderShadowTask.h Normal file → Executable file
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@ -50,7 +50,6 @@ signals:
class RenderShadowTask {
public:
// There is one AABox per shadow cascade
using CascadeBoxes = render::VaryingArray<AABox, SHADOW_CASCADE_MAX_COUNT>;
using Input = render::VaryingSet2<LightStage::FramePointer, LightingModelPointer>;
@ -74,9 +73,11 @@ public:
};
CullFunctor _cullFunctor;
};
const float DEFAULT_BIAS_INPUT = 0.5f;
const float DEFAULT_MAX_DISTANCE = 40.0f;
class RenderShadowSetupConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(float constantBias0 MEMBER constantBias0 NOTIFY dirty)
@ -87,7 +88,12 @@ 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)
Q_PROPERTY(float globalMaxDistance MEMBER globalMaxDistance NOTIFY dirty)
public:
float biasInput{ DEFAULT_BIAS_INPUT };
float globalMaxDistance{ DEFAULT_MAX_DISTANCE };
float constantBias0{ 0.15f };
float constantBias1{ 0.15f };
@ -114,7 +120,6 @@ public:
void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
private:
ViewFrustumPointer _cameraFrustum;
ViewFrustumPointer _coarseShadowFrustum;
struct {
@ -125,8 +130,29 @@ private:
LightStage::ShadowFrame::Object _globalShadowObject;
LightStage::ShadowFramePointer _shadowFrameCache;
const int DEFAULT_RESOLUTION = 1024;
float _biasInput{ DEFAULT_BIAS_INPUT };
float _globalMaxDistance{ DEFAULT_MAX_DISTANCE };
int resolution{ DEFAULT_RESOLUTION };
// initialize with values from RenderShadowSetupConfig
float constant0{ 0.15f };
float constant1{ 0.15f };
float constant2{ 0.175f };
float constant3{ 0.2f };
float slope0{ 0.4f };
float slope1{ 0.45f };
float slope2{ 0.65f };
float slope3{ 0.7f };
bool changeInDefaultConfigValues{ false };
bool distanceTriggeredByConfig{ false };
bool biasTriggeredByConfig{ false };
std::array<float, 8> cacasdeDistances; // 4 max then 4 min distances
void setConstantBias(int cascadeIndex, float value);
void setSlopeBias(int cascadeIndex, float value);
void setBiasInput(float input) { _biasInput = input; }
void calculateBiases();
};
class RenderShadowCascadeSetup {

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