Merge pull request #15872 from SamGondelman/bias

DEV-202: Expose shadow bias and max distance to Zone Entity
This commit is contained in:
Shannon Romano 2019-07-16 15:22:37 -07:00 committed by GitHub
commit 53a67dcfa9
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15 changed files with 223 additions and 202 deletions

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@ -317,6 +317,8 @@ void ZoneEntityRenderer::updateKeySunFromEntity(const TypedEntityPointer& entity
sunLight->setIntensity(_keyLightProperties.getIntensity());
sunLight->setDirection(_lastRotation * _keyLightProperties.getDirection());
sunLight->setCastShadows(_keyLightProperties.getCastShadows());
sunLight->setShadowBias(_keyLightProperties.getShadowBias());
sunLight->setShadowsMaxDistance(_keyLightProperties.getShadowMaxDistance());
}
void ZoneEntityRenderer::updateAmbientLightFromEntity(const TypedEntityPointer& entity) {

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@ -2753,6 +2753,8 @@ bool EntityItemProperties::getPropertyInfo(const QString& propertyName, EntityPr
ADD_GROUP_PROPERTY_TO_MAP(PROP_KEYLIGHT_INTENSITY, KeyLight, keyLight, Intensity, intensity);
ADD_GROUP_PROPERTY_TO_MAP(PROP_KEYLIGHT_DIRECTION, KeyLight, keylight, Direction, direction);
ADD_GROUP_PROPERTY_TO_MAP(PROP_KEYLIGHT_CAST_SHADOW, KeyLight, keyLight, CastShadows, castShadows);
ADD_GROUP_PROPERTY_TO_MAP_WITH_RANGE(PROP_KEYLIGHT_SHADOW_BIAS, KeyLight, keyLight, ShadowBias, shadowBias, 0.0f, 1.0f);
ADD_GROUP_PROPERTY_TO_MAP_WITH_RANGE(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, KeyLight, keyLight, ShadowMaxDistance, shadowMaxDistance, 1.0f, 250.0f);
}
{ // Ambient light
ADD_GROUP_PROPERTY_TO_MAP(PROP_AMBIENT_LIGHT_INTENSITY, AmbientLight, ambientLight, Intensity, intensity);

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@ -159,6 +159,8 @@ enum EntityPropertyList {
PROP_DERIVED_29,
PROP_DERIVED_30,
PROP_DERIVED_31,
PROP_DERIVED_32,
PROP_DERIVED_33,
PROP_AFTER_LAST_ITEM,
@ -249,39 +251,41 @@ enum EntityPropertyList {
PROP_KEYLIGHT_INTENSITY = PROP_DERIVED_1,
PROP_KEYLIGHT_DIRECTION = PROP_DERIVED_2,
PROP_KEYLIGHT_CAST_SHADOW = PROP_DERIVED_3,
PROP_KEYLIGHT_SHADOW_BIAS = PROP_DERIVED_4,
PROP_KEYLIGHT_SHADOW_MAX_DISTANCE = PROP_DERIVED_5,
// Ambient light
PROP_AMBIENT_LIGHT_INTENSITY = PROP_DERIVED_4,
PROP_AMBIENT_LIGHT_URL = PROP_DERIVED_5,
PROP_AMBIENT_LIGHT_INTENSITY = PROP_DERIVED_6,
PROP_AMBIENT_LIGHT_URL = PROP_DERIVED_7,
// Skybox
PROP_SKYBOX_COLOR = PROP_DERIVED_6,
PROP_SKYBOX_URL = PROP_DERIVED_7,
PROP_SKYBOX_COLOR = PROP_DERIVED_8,
PROP_SKYBOX_URL = PROP_DERIVED_9,
// Haze
PROP_HAZE_RANGE = PROP_DERIVED_8,
PROP_HAZE_COLOR = PROP_DERIVED_9,
PROP_HAZE_GLARE_COLOR = PROP_DERIVED_10,
PROP_HAZE_ENABLE_GLARE = PROP_DERIVED_11,
PROP_HAZE_GLARE_ANGLE = PROP_DERIVED_12,
PROP_HAZE_ALTITUDE_EFFECT = PROP_DERIVED_13,
PROP_HAZE_CEILING = PROP_DERIVED_14,
PROP_HAZE_BASE_REF = PROP_DERIVED_15,
PROP_HAZE_BACKGROUND_BLEND = PROP_DERIVED_16,
PROP_HAZE_ATTENUATE_KEYLIGHT = PROP_DERIVED_17,
PROP_HAZE_KEYLIGHT_RANGE = PROP_DERIVED_18,
PROP_HAZE_KEYLIGHT_ALTITUDE = PROP_DERIVED_19,
PROP_HAZE_RANGE = PROP_DERIVED_10,
PROP_HAZE_COLOR = PROP_DERIVED_11,
PROP_HAZE_GLARE_COLOR = PROP_DERIVED_12,
PROP_HAZE_ENABLE_GLARE = PROP_DERIVED_13,
PROP_HAZE_GLARE_ANGLE = PROP_DERIVED_14,
PROP_HAZE_ALTITUDE_EFFECT = PROP_DERIVED_15,
PROP_HAZE_CEILING = PROP_DERIVED_16,
PROP_HAZE_BASE_REF = PROP_DERIVED_17,
PROP_HAZE_BACKGROUND_BLEND = PROP_DERIVED_18,
PROP_HAZE_ATTENUATE_KEYLIGHT = PROP_DERIVED_19,
PROP_HAZE_KEYLIGHT_RANGE = PROP_DERIVED_20,
PROP_HAZE_KEYLIGHT_ALTITUDE = PROP_DERIVED_21,
// Bloom
PROP_BLOOM_INTENSITY = PROP_DERIVED_20,
PROP_BLOOM_THRESHOLD = PROP_DERIVED_21,
PROP_BLOOM_SIZE = PROP_DERIVED_22,
PROP_FLYING_ALLOWED = PROP_DERIVED_23,
PROP_GHOSTING_ALLOWED = PROP_DERIVED_24,
PROP_FILTER_URL = PROP_DERIVED_25,
PROP_KEY_LIGHT_MODE = PROP_DERIVED_26,
PROP_AMBIENT_LIGHT_MODE = PROP_DERIVED_27,
PROP_SKYBOX_MODE = PROP_DERIVED_28,
PROP_HAZE_MODE = PROP_DERIVED_29,
PROP_BLOOM_MODE = PROP_DERIVED_30,
PROP_BLOOM_INTENSITY = PROP_DERIVED_22,
PROP_BLOOM_THRESHOLD = PROP_DERIVED_23,
PROP_BLOOM_SIZE = PROP_DERIVED_24,
PROP_FLYING_ALLOWED = PROP_DERIVED_25,
PROP_GHOSTING_ALLOWED = PROP_DERIVED_26,
PROP_FILTER_URL = PROP_DERIVED_27,
PROP_KEY_LIGHT_MODE = PROP_DERIVED_28,
PROP_AMBIENT_LIGHT_MODE = PROP_DERIVED_29,
PROP_SKYBOX_MODE = PROP_DERIVED_30,
PROP_HAZE_MODE = PROP_DERIVED_31,
PROP_BLOOM_MODE = PROP_DERIVED_32,
// Avatar priority
PROP_AVATAR_PRIORITY = PROP_DERIVED_31,
PROP_AVATAR_PRIORITY = PROP_DERIVED_33,
// Polyvox
PROP_VOXEL_VOLUME_SIZE = PROP_DERIVED_0,

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@ -22,6 +22,8 @@ const float KeyLightPropertyGroup::DEFAULT_KEYLIGHT_INTENSITY = 1.0f;
const float KeyLightPropertyGroup::DEFAULT_KEYLIGHT_AMBIENT_INTENSITY = 0.5f;
const glm::vec3 KeyLightPropertyGroup::DEFAULT_KEYLIGHT_DIRECTION = { 0.0f, -1.0f, 0.0f };
const bool KeyLightPropertyGroup::DEFAULT_KEYLIGHT_CAST_SHADOWS { false };
const float KeyLightPropertyGroup::DEFAULT_KEYLIGHT_SHADOW_BIAS { 0.5f };
const float KeyLightPropertyGroup::DEFAULT_KEYLIGHT_SHADOW_MAX_DISTANCE { 40.0f };
void KeyLightPropertyGroup::copyToScriptValue(const EntityPropertyFlags& desiredProperties, QScriptValue& properties,
QScriptEngine* engine, bool skipDefaults, EntityItemProperties& defaultEntityProperties) const {
@ -30,6 +32,8 @@ void KeyLightPropertyGroup::copyToScriptValue(const EntityPropertyFlags& desired
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_INTENSITY, KeyLight, keyLight, Intensity, intensity);
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_DIRECTION, KeyLight, keyLight, Direction, direction);
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_CAST_SHADOW, KeyLight, keyLight, CastShadows, castShadows);
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_SHADOW_BIAS, KeyLight, keyLight, ShadowBias, shadowBias);
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, KeyLight, keyLight, ShadowMaxDistance, shadowMaxDistance);
}
void KeyLightPropertyGroup::copyFromScriptValue(const QScriptValue& object, bool& _defaultSettings) {
@ -37,6 +41,8 @@ void KeyLightPropertyGroup::copyFromScriptValue(const QScriptValue& object, bool
COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(keyLight, intensity, float, setIntensity);
COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(keyLight, direction, vec3, setDirection);
COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(keyLight, castShadows, bool, setCastShadows);
COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(keyLight, shadowBias, float, setShadowBias);
COPY_GROUP_PROPERTY_FROM_QSCRIPTVALUE(keyLight, shadowMaxDistance, float, setShadowMaxDistance);
// legacy property support
COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(keyLightColor, u8vec3Color, setColor, getColor);
@ -50,14 +56,18 @@ void KeyLightPropertyGroup::merge(const KeyLightPropertyGroup& other) {
COPY_PROPERTY_IF_CHANGED(intensity);
COPY_PROPERTY_IF_CHANGED(direction);
COPY_PROPERTY_IF_CHANGED(castShadows);
COPY_PROPERTY_IF_CHANGED(shadowBias);
COPY_PROPERTY_IF_CHANGED(shadowMaxDistance);
}
void KeyLightPropertyGroup::debugDump() const {
qCDebug(entities) << " KeyLightPropertyGroup: ---------------------------------------------";
qCDebug(entities) << " color:" << getColor(); // << "," << getColor()[1] << "," << getColor()[2];
qCDebug(entities) << " intensity:" << getIntensity();
qCDebug(entities) << " direction:" << getDirection();
qCDebug(entities) << " castShadows:" << getCastShadows();
qCDebug(entities) << " color:" << getColor();
qCDebug(entities) << " intensity:" << getIntensity();
qCDebug(entities) << " direction:" << getDirection();
qCDebug(entities) << " castShadows:" << getCastShadows();
qCDebug(entities) << " shadowBias:" << getShadowBias();
qCDebug(entities) << " shadowMaxDistance:" << getShadowMaxDistance();
}
void KeyLightPropertyGroup::listChangedProperties(QList<QString>& out) {
@ -73,6 +83,12 @@ void KeyLightPropertyGroup::listChangedProperties(QList<QString>& out) {
if (castShadowsChanged()) {
out << "keyLight-castShadows";
}
if (shadowBiasChanged()) {
out << "keyLight-shadowBias";
}
if (shadowMaxDistanceChanged()) {
out << "keyLight-shadowMaxDistance";
}
}
bool KeyLightPropertyGroup::appendToEditPacket(OctreePacketData* packetData,
@ -88,6 +104,8 @@ bool KeyLightPropertyGroup::appendToEditPacket(OctreePacketData* packetData,
APPEND_ENTITY_PROPERTY(PROP_KEYLIGHT_INTENSITY, getIntensity());
APPEND_ENTITY_PROPERTY(PROP_KEYLIGHT_DIRECTION, getDirection());
APPEND_ENTITY_PROPERTY(PROP_KEYLIGHT_CAST_SHADOW, getCastShadows());
APPEND_ENTITY_PROPERTY(PROP_KEYLIGHT_SHADOW_BIAS, getShadowBias());
APPEND_ENTITY_PROPERTY(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, getShadowMaxDistance());
return true;
}
@ -103,11 +121,15 @@ bool KeyLightPropertyGroup::decodeFromEditPacket(EntityPropertyFlags& propertyFl
READ_ENTITY_PROPERTY(PROP_KEYLIGHT_INTENSITY, float, setIntensity);
READ_ENTITY_PROPERTY(PROP_KEYLIGHT_DIRECTION, glm::vec3, setDirection);
READ_ENTITY_PROPERTY(PROP_KEYLIGHT_CAST_SHADOW, bool, setCastShadows);
READ_ENTITY_PROPERTY(PROP_KEYLIGHT_SHADOW_BIAS, float, setShadowBias);
READ_ENTITY_PROPERTY(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, float, setShadowMaxDistance);
DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_KEYLIGHT_COLOR, Color);
DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_KEYLIGHT_INTENSITY, Intensity);
DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_KEYLIGHT_DIRECTION, Direction);
DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_KEYLIGHT_CAST_SHADOW, CastShadows);
DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_KEYLIGHT_SHADOW_BIAS, ShadowBias);
DECODE_GROUP_PROPERTY_HAS_CHANGED(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, ShadowMaxDistance);
processedBytes += bytesRead;
@ -121,6 +143,8 @@ void KeyLightPropertyGroup::markAllChanged() {
_intensityChanged = true;
_directionChanged = true;
_castShadowsChanged = true;
_shadowBiasChanged = true;
_shadowMaxDistanceChanged = true;
}
EntityPropertyFlags KeyLightPropertyGroup::getChangedProperties() const {
@ -130,6 +154,8 @@ EntityPropertyFlags KeyLightPropertyGroup::getChangedProperties() const {
CHECK_PROPERTY_CHANGE(PROP_KEYLIGHT_INTENSITY, intensity);
CHECK_PROPERTY_CHANGE(PROP_KEYLIGHT_DIRECTION, direction);
CHECK_PROPERTY_CHANGE(PROP_KEYLIGHT_CAST_SHADOW, castShadows);
CHECK_PROPERTY_CHANGE(PROP_KEYLIGHT_SHADOW_BIAS, shadowBias);
CHECK_PROPERTY_CHANGE(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, shadowMaxDistance);
return changedProperties;
}
@ -139,6 +165,8 @@ void KeyLightPropertyGroup::getProperties(EntityItemProperties& properties) cons
COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(KeyLight, Intensity, getIntensity);
COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(KeyLight, Direction, getDirection);
COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(KeyLight, CastShadows, getCastShadows);
COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(KeyLight, ShadowBias, getShadowBias);
COPY_ENTITY_GROUP_PROPERTY_TO_PROPERTIES(KeyLight, ShadowMaxDistance, getShadowMaxDistance);
}
bool KeyLightPropertyGroup::setProperties(const EntityItemProperties& properties) {
@ -148,6 +176,8 @@ bool KeyLightPropertyGroup::setProperties(const EntityItemProperties& properties
SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(KeyLight, Intensity, intensity, setIntensity);
SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(KeyLight, Direction, direction, setDirection);
SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(KeyLight, CastShadows, castShadows, setCastShadows);
SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(KeyLight, ShadowBias, shadowBias, setShadowBias);
SET_ENTITY_GROUP_PROPERTY_FROM_PROPERTIES(KeyLight, ShadowMaxDistance, shadowMaxDistance, setShadowMaxDistance);
return somethingChanged;
}
@ -159,6 +189,8 @@ EntityPropertyFlags KeyLightPropertyGroup::getEntityProperties(EncodeBitstreamPa
requestedProperties += PROP_KEYLIGHT_INTENSITY;
requestedProperties += PROP_KEYLIGHT_DIRECTION;
requestedProperties += PROP_KEYLIGHT_CAST_SHADOW;
requestedProperties += PROP_KEYLIGHT_SHADOW_BIAS;
requestedProperties += PROP_KEYLIGHT_SHADOW_MAX_DISTANCE;
return requestedProperties;
}
@ -177,6 +209,8 @@ void KeyLightPropertyGroup::appendSubclassData(OctreePacketData* packetData, Enc
APPEND_ENTITY_PROPERTY(PROP_KEYLIGHT_INTENSITY, getIntensity());
APPEND_ENTITY_PROPERTY(PROP_KEYLIGHT_DIRECTION, getDirection());
APPEND_ENTITY_PROPERTY(PROP_KEYLIGHT_CAST_SHADOW, getCastShadows());
APPEND_ENTITY_PROPERTY(PROP_KEYLIGHT_SHADOW_BIAS, getShadowBias());
APPEND_ENTITY_PROPERTY(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, getShadowMaxDistance());
}
int KeyLightPropertyGroup::readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
@ -191,6 +225,8 @@ int KeyLightPropertyGroup::readEntitySubclassDataFromBuffer(const unsigned char*
READ_ENTITY_PROPERTY(PROP_KEYLIGHT_INTENSITY, float, setIntensity);
READ_ENTITY_PROPERTY(PROP_KEYLIGHT_DIRECTION, glm::vec3, setDirection);
READ_ENTITY_PROPERTY(PROP_KEYLIGHT_CAST_SHADOW, bool, setCastShadows);
READ_ENTITY_PROPERTY(PROP_KEYLIGHT_SHADOW_BIAS, float, setShadowBias);
READ_ENTITY_PROPERTY(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, float, setShadowMaxDistance);
return bytesRead;
}

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@ -37,6 +37,10 @@ class ReadBitstreamToTreeParams;
* are cast by avatars, plus {@link Entities.EntityProperties-Model|Model} and
* {@link Entities.EntityProperties-Shape|Shape} entities that have their
* <code>{@link Entities.EntityProperties|canCastShadow}</code> property set to <code>true</code>.
* @property {number} shadowBias=0.5 - The bias of the shadows cast by the light. Use this to fine-tune your shadows to your scene
* to prevent shadow acne and peter panning. In the range <code>0.0</code> &ndash; <code>1.0</code>.
* @property {number} shadowMaxDistance=40.0 - The max distance from your view at which shadows will be computed. Higher values will
* cover more of your scene, but with less precision. In the range <code>1.0</code> &ndash; <code>250.0</code>.
*/
class KeyLightPropertyGroup : public PropertyGroup {
public:
@ -90,11 +94,15 @@ public:
static const float DEFAULT_KEYLIGHT_AMBIENT_INTENSITY;
static const glm::vec3 DEFAULT_KEYLIGHT_DIRECTION;
static const bool DEFAULT_KEYLIGHT_CAST_SHADOWS;
static const float DEFAULT_KEYLIGHT_SHADOW_BIAS;
static const float DEFAULT_KEYLIGHT_SHADOW_MAX_DISTANCE;
DEFINE_PROPERTY_REF(PROP_KEYLIGHT_COLOR, Color, color, glm::u8vec3, DEFAULT_KEYLIGHT_COLOR);
DEFINE_PROPERTY(PROP_KEYLIGHT_INTENSITY, Intensity, intensity, float, DEFAULT_KEYLIGHT_INTENSITY);
DEFINE_PROPERTY_REF(PROP_KEYLIGHT_DIRECTION, Direction, direction, glm::vec3, DEFAULT_KEYLIGHT_DIRECTION);
DEFINE_PROPERTY(PROP_KEYLIGHT_CAST_SHADOW, CastShadows, castShadows, bool, DEFAULT_KEYLIGHT_CAST_SHADOWS);
DEFINE_PROPERTY(PROP_KEYLIGHT_SHADOW_BIAS, ShadowBias, shadowBias, float, DEFAULT_KEYLIGHT_SHADOW_BIAS);
DEFINE_PROPERTY(PROP_KEYLIGHT_SHADOW_MAX_DISTANCE, ShadowMaxDistance, shadowMaxDistance, float, DEFAULT_KEYLIGHT_SHADOW_MAX_DISTANCE);
};
#endif // hifi_KeyLightPropertyGroup_h

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@ -81,20 +81,12 @@ float Light::getShadowsMaxDistance() const {
return _shadowsMaxDistance;
}
void Light::setShadowsBiasScale(const float scale) {
_shadowsBiasScale = std::max(0.0f, scale);
void Light::setShadowBias(float bias) {
_shadowBias = bias;
}
float Light::getShadowsBiasScale() const {
return _shadowsBiasScale;
}
void Light::setBiasInput(float bias) {
_biasInput = bias;
}
float Light::getBiasInput() const {
return _biasInput;
float Light::getShadowBias() const {
return _shadowBias;
}
void Light::setColor(const Color& color) {

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@ -109,11 +109,8 @@ public:
void setShadowsMaxDistance(const float maxDistance);
float getShadowsMaxDistance() const;
void setShadowsBiasScale(const float scale);
float getShadowsBiasScale() const;
void setBiasInput(float bias);
float getBiasInput() const;
void setShadowBias(float bias);
float getShadowBias() const;
void setOrientation(const Quat& orientation);
const glm::quat& getOrientation() const { return _transform.getRotation(); }
@ -201,9 +198,8 @@ protected:
Type _type { SUN };
float _spotCos { -1.0f }; // stored here to be able to reset the spot angle when turning the type spot on/off
float _shadowsMaxDistance{ 40.0f };
float _shadowsBiasScale{ 1.0f };
float _biasInput{ 0.5f }; // 0.23f will roughly give the default constant and slope values
float _shadowsMaxDistance { 40.0f };
float _shadowBias { 0.5f };
bool _castShadows{ false };
void updateLightRadius();

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@ -272,6 +272,7 @@ enum class EntityVersion : PacketVersion {
ParticleShapeTypeDeadlockFix,
PrivateUserData,
TextUnlit,
ShadowBiasAndDistance,
// Add new versions above here
NUM_PACKET_TYPE,

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@ -16,7 +16,8 @@
#include "ViewFrustum.h"
std::string LightStage::_stageName { "LIGHT_STAGE"};
const glm::mat4 LightStage::Shadow::_biasMatrix{
// The bias matrix goes from homogeneous coordinates to UV coords (see http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/#basic-shader)
const glm::mat4 LightStage::Shadow::_biasMatrix {
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
@ -249,7 +250,7 @@ void LightStage::Shadow::setKeylightFrustum(const ViewFrustum& viewFrustum,
}
void LightStage::Shadow::setKeylightCascadeFrustum(unsigned int cascadeIndex, const ViewFrustum& viewFrustum,
float nearDepth, float farDepth, float fixedBias, float slopeBias) {
float nearDepth, float farDepth) {
assert(nearDepth < farDepth);
assert(cascadeIndex < _cascades.size());
@ -300,7 +301,12 @@ void LightStage::Shadow::setKeylightCascadeFrustum(unsigned int cascadeIndex, co
auto& schema = _schemaBuffer.edit<Schema>();
auto& schemaCascade = schema.cascades[cascadeIndex];
schemaCascade.reprojection = _biasMatrix * ortho * shadowViewInverse.getMatrix();
schemaCascade.fixedBias = fixedBias;
}
void LightStage::Shadow::setKeylightCascadeBias(unsigned int cascadeIndex, float constantBias, float slopeBias) {
auto& schema = _schemaBuffer.edit<Schema>();
auto& schemaCascade = schema.cascades[cascadeIndex];
schemaCascade.fixedBias = constantBias;
schemaCascade.slopeBias = slopeBias;
}

View file

@ -81,7 +81,8 @@ public:
void setKeylightFrustum(const ViewFrustum& viewFrustum,
float nearDepth = 1.0f, float farDepth = 1000.0f);
void setKeylightCascadeFrustum(unsigned int cascadeIndex, const ViewFrustum& viewFrustum,
float nearDepth = 1.0f, float farDepth = 1000.0f, float fixedBias = 0.005f, float slopeBias = 0.005f);
float nearDepth = 1.0f, float farDepth = 1000.0f);
void setKeylightCascadeBias(unsigned int cascadeIndex, float constantBias, float slopeBias);
void setCascadeFrustum(unsigned int cascadeIndex, const ViewFrustum& shadowFrustum);
const UniformBufferView& getBuffer() const { return _schemaBuffer; }

View file

@ -33,7 +33,6 @@
// but are readjusted afterwards
#define SHADOW_FRUSTUM_NEAR 1.0f
#define SHADOW_FRUSTUM_FAR 500.0f
static const unsigned int SHADOW_CASCADE_COUNT{ 4 };
using namespace render;
@ -316,85 +315,45 @@ RenderShadowSetup::RenderShadowSetup() :
_shadowFrameCache = std::make_shared<LightStage::ShadowFrame>();
}
void RenderShadowSetup::configure(const Config& configuration) {
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::configure(const Config& config) {
constantBias0 = config.constantBias0;
constantBias1 = config.constantBias1;
constantBias2 = config.constantBias2;
constantBias3 = config.constantBias3;
slopeBias0 = config.slopeBias0;
slopeBias1 = config.slopeBias1;
slopeBias2 = config.slopeBias2;
slopeBias3 = config.slopeBias3;
biasInput = config.biasInput;
maxDistance = config.maxDistance;
}
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;
void RenderShadowSetup::calculateBiases(float biasInput) {
const std::array<float, SHADOW_CASCADE_MAX_COUNT> CONSTANT_CASCADE_SCALE = {{ 0.01f, 0.01f, 0.015f, 0.02f }};
const float SLOPE_BIAS_SCALE = 0.005f;
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]);
auto& cascade = _globalShadowObject->getCascade(i);
// Constant bias is dependent on the depth precision
float cascadeDepth = cascade.getMaxDistance() - cascade.getMinDistance();
float constantBias = CONSTANT_CASCADE_SCALE[i] * biasInput / cascadeDepth;
setConstantBias(i, constantBias);
// Slope bias is dependent on the texel size
float cascadeWidth = cascade.getFrustum()->getWidth();
float cascadeHeight = cascade.getFrustum()->getHeight();
float cascadeTexelMaxDim = glm::max(cascadeWidth, cascadeHeight) / LightStage::Shadow::MAP_SIZE; // TODO: variable cascade resolution
setSlopeBias(i, cascadeTexelMaxDim * constantBias / SLOPE_BIAS_SCALE);
}
}
void RenderShadowSetup::setConstantBias(int cascadeIndex, float value) {
_bias[cascadeIndex]._constant = value * value * value * 0.004f;
_bias[cascadeIndex]._constant = value;
}
void RenderShadowSetup::setSlopeBias(int cascadeIndex, float value) {
_bias[cascadeIndex]._slope = value * value * value * 0.001f;
_bias[cascadeIndex]._slope = value;
}
void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, const Input& input, Output& output) {
@ -425,43 +384,42 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
output.edit2() = _cameraFrustum;
if (!_globalShadowObject) {
_globalShadowObject = std::make_shared<LightStage::Shadow>(currentKeyLight, SHADOW_CASCADE_COUNT);
_globalShadowObject = std::make_shared<LightStage::Shadow>(currentKeyLight, SHADOW_CASCADE_MAX_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();
}
// Update our biases and maxDistance from the light or config
_globalShadowObject->setMaxDistance(maxDistance > 0.0f ? maxDistance : currentKeyLight->getShadowsMaxDistance());
// Adjust each cascade frustum
const auto biasScale = currentKeyLight->getShadowsBiasScale();
for (cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
for (unsigned int cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
_globalShadowObject->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);
}
calculateBiases(biasInput > 0.0f ? biasInput : currentKeyLight->getShadowBias());
std::array<float, SHADOW_CASCADE_MAX_COUNT> constantBiases = {{ constantBias0, constantBias1, constantBias2, constantBias3 }};
std::array<float, SHADOW_CASCADE_MAX_COUNT> slopeBiases = {{ slopeBias0, slopeBias1, slopeBias2, slopeBias3 }};
for (unsigned int cascadeIndex = 0; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
float constantBias = constantBiases[cascadeIndex];
if (constantBias > 0.0f) {
setConstantBias(cascadeIndex, constantBias);
}
float slopeBias = slopeBiases[cascadeIndex];
if (slopeBias > 0.0f) {
setSlopeBias(cascadeIndex, slopeBias);
}
auto& bias = _bias[cascadeIndex];
_globalShadowObject->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(),
SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR,
bias._constant, bias._slope * biasScale);
_globalShadowObject->setKeylightCascadeBias(cascadeIndex, bias._constant, bias._slope);
}
_shadowFrameCache->pushShadow(_globalShadowObject);
// Now adjust coarse frustum bounds
auto& firstCascade = _globalShadowObject->getCascade(0);
auto& firstCascadeFrustum = firstCascade.getFrustum();
auto frustumPosition = firstCascadeFrustum->getPosition();
auto farTopLeft = firstCascadeFrustum->getFarTopLeft() - frustumPosition;
auto farBottomRight = firstCascadeFrustum->getFarBottomRight() - frustumPosition;
@ -473,7 +431,7 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, c
auto near = firstCascadeFrustum->getNearClip();
auto far = firstCascadeFrustum->getFarClip();
for (cascadeIndex = 1; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
for (unsigned int cascadeIndex = 1; cascadeIndex < _globalShadowObject->getCascadeCount(); ++cascadeIndex) {
auto& cascadeFrustum = _globalShadowObject->getCascade(cascadeIndex).getFrustum();
farTopLeft = cascadeFrustum->getFarTopLeft() - frustumPosition;

View file

@ -75,34 +75,31 @@ 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)
Q_PROPERTY(float constantBias1 MEMBER constantBias1 NOTIFY dirty)
Q_PROPERTY(float constantBias2 MEMBER constantBias2 NOTIFY dirty)
Q_PROPERTY(float constantBias3 MEMBER constantBias3 NOTIFY dirty)
Q_PROPERTY(float slopeBias0 MEMBER slopeBias0 NOTIFY dirty)
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)
Q_PROPERTY(float constantBias0 MEMBER constantBias0 NOTIFY dirty)
Q_PROPERTY(float constantBias1 MEMBER constantBias1 NOTIFY dirty)
Q_PROPERTY(float constantBias2 MEMBER constantBias2 NOTIFY dirty)
Q_PROPERTY(float constantBias3 MEMBER constantBias3 NOTIFY dirty)
Q_PROPERTY(float slopeBias0 MEMBER slopeBias0 NOTIFY dirty)
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 maxDistance MEMBER maxDistance NOTIFY dirty)
public:
float biasInput{ DEFAULT_BIAS_INPUT };
float globalMaxDistance{ DEFAULT_MAX_DISTANCE };
float constantBias0{ 0.15f };
float constantBias1{ 0.15f };
float constantBias2{ 0.175f };
float constantBias3{ 0.2f };
float slopeBias0{ 0.4f };
float slopeBias1{ 0.45f };
float slopeBias2{ 0.65f };
float slopeBias3{ 0.7f };
// Set to > 0 to experiment with these values
float constantBias0 { 0.0f };
float constantBias1 { 0.0f };
float constantBias2 { 0.0f };
float constantBias3 { 0.0f };
float slopeBias0 { 0.0f };
float slopeBias1 { 0.0f };
float slopeBias2 { 0.0f };
float slopeBias3 { 0.0f };
float biasInput { 0.0f };
float maxDistance { 0.0f };
signals:
void dirty();
@ -116,7 +113,7 @@ public:
using JobModel = render::Job::ModelIO<RenderShadowSetup, Input, Output, Config>;
RenderShadowSetup();
void configure(const Config& configuration);
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
private:
@ -130,29 +127,21 @@ 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
// Values from config
float constantBias0;
float constantBias1;
float constantBias2;
float constantBias3;
float slopeBias0;
float slopeBias1;
float slopeBias2;
float slopeBias3;
float biasInput;
float maxDistance;
void setConstantBias(int cascadeIndex, float value);
void setSlopeBias(int cascadeIndex, float value);
void setBiasInput(float input) { _biasInput = input; }
void calculateBiases();
void calculateBiases(float biasInput);
};
class RenderShadowCascadeSetup {

View file

@ -117,17 +117,17 @@ Rectangle {
max: 1.0
min: 0.0
height: 38
width:250
width: 250
}
ConfigSlider {
label: qsTr("Shadow Max Distance")
integral: false
config: shadowConfig
property: "globalMaxDistance"
max: 100.0
min: 1.0
property: "maxDistance"
max: 250.0
min: 0.0
height: 38
width:250
width: 250
}
Repeater {
model: [
@ -159,7 +159,7 @@ Rectangle {
max: 1.0
min: 0.0
height: 38
width:250
width: 250
}
ConfigSlider {
label: qsTr("Slope bias")

View file

@ -78,6 +78,12 @@
"keyLight.castShadows": {
"tooltip": "If enabled, shadows are cast. The entity or avatar casting the shadow must also have Cast Shadows enabled."
},
"keyLight.shadowBias": {
"tooltip": "The bias of the shadows cast by the light. Use this to fine-tune your shadows to your scene to prevent shadow acne and peter panning."
},
"keyLight.shadowMaxDistance": {
"tooltip": "The max distance from your view at which shadows will be computed."
},
"skyboxMode": {
"tooltip": "Configures the skybox in the zone. The skybox is a cube map image."
},

View file

@ -305,6 +305,26 @@ const GROUPS = [
propertyID: "keyLight.castShadows",
showPropertyRule: { "keyLightMode": "enabled" },
},
{
label: "Shadow Bias",
type: "number-draggable",
min: 0,
max: 1,
step: 0.01,
decimals: 2,
propertyID: "keyLight.shadowBias",
showPropertyRule: { "keyLightMode": "enabled" },
},
{
label: "Shadow Max Distance",
type: "number-draggable",
min: 0,
max: 250,
step: 0.1,
decimals: 2,
propertyID: "keyLight.shadowMaxDistance",
showPropertyRule: { "keyLightMode": "enabled" },
},
{
label: "Skybox",
type: "dropdown",