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Merge pull request #12814 from Zvork/shadow
Shadow bug fix : incorrect shadow map far plane when casting shadow on non-'shadow casters'
This commit is contained in:
commit
aa75af5ca4
4 changed files with 39 additions and 24 deletions
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@ -149,9 +149,7 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
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batch.setStateScissorRect(viewport);
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batch.setFramebuffer(fbo);
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batch.clearFramebuffer(
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gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH,
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vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, true);
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batch.clearDepthFramebuffer(1.0, false);
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glm::mat4 projMat;
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Transform viewMat;
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@ -232,12 +230,11 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
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const auto queryResolution = setupOutput.getN<RenderShadowSetup::Outputs>(2);
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// Fetch and cull the items from the scene
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// Enable models to not cast shadows (otherwise, models will always cast shadows)
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static const auto shadowCasterFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(tagBits, tagMask).withShadowCaster();
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static const auto shadowCasterReceiverFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(tagBits, tagMask);
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const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterFilter, queryResolution).asVarying();
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const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterReceiverFilter, queryResolution).asVarying();
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const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowTree", fetchInput);
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const auto selectionInputs = FetchSpatialSelection::Inputs(shadowSelection, shadowCasterFilter).asVarying();
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const auto selectionInputs = FetchSpatialSelection::Inputs(shadowSelection, shadowCasterReceiverFilter).asVarying();
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const auto shadowItems = task.addJob<FetchSpatialSelection>("FetchShadowSelection", selectionInputs);
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// Cull objects that are not visible in camera view. Hopefully the cull functor only performs LOD culling, not
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@ -261,21 +258,22 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
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char jobName[64];
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sprintf(jobName, "ShadowCascadeSetup%d", i);
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const auto cascadeSetupOutput = task.addJob<RenderShadowCascadeSetup>(jobName, i, _cullFunctor, tagBits, tagMask);
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const auto shadowFilter = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(0);
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const auto shadowRenderFilter = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(0);
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const auto shadowBoundsFilter = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(1);
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auto antiFrustum = render::Varying(ViewFrustumPointer());
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cascadeFrustums[i] = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(1);
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cascadeFrustums[i] = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(2);
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if (i > 1) {
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antiFrustum = cascadeFrustums[i - 2];
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}
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// CPU jobs: finer grained culling
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const auto cullInputs = CullShapeBounds::Inputs(sortedShapes, shadowFilter, antiFrustum).asVarying();
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const auto cullInputs = CullShapeBounds::Inputs(sortedShapes, shadowRenderFilter, shadowBoundsFilter, antiFrustum).asVarying();
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const auto culledShadowItemsAndBounds = task.addJob<CullShapeBounds>("CullShadowCascade", cullInputs, shadowCullFunctor, RenderDetails::SHADOW);
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// GPU jobs: Render to shadow map
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sprintf(jobName, "RenderShadowMap%d", i);
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task.addJob<RenderShadowMap>(jobName, culledShadowItemsAndBounds, shapePlumber, i);
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task.addJob<RenderShadowCascadeTeardown>("ShadowCascadeTeardown", shadowFilter);
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task.addJob<RenderShadowCascadeTeardown>("ShadowCascadeTeardown", shadowRenderFilter);
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}
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task.addJob<RenderShadowTeardown>("ShadowTeardown", setupOutput);
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@ -406,7 +404,11 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
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const auto globalShadow = lightStage->getCurrentKeyShadow();
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if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {
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output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask).withShadowCaster();
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auto baseFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask);
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// Second item filter is to filter items to keep in shadow frustum computation (here we need to keep shadow receivers)
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output.edit1() = baseFilter;
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// First item filter is to filter items to render in shadow map (so only keep casters)
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output.edit0() = baseFilter.withShadowCaster();
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// Set the keylight render args
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auto& cascade = globalShadow->getCascade(_cascadeIndex);
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@ -419,10 +421,11 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
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texelSize *= minTexelCount;
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_cullFunctor._minSquareSize = texelSize * texelSize;
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output.edit1() = cascadeFrustum;
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output.edit2() = cascadeFrustum;
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} else {
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output.edit0() = ItemFilter::Builder::nothing();
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output.edit1() = ViewFrustumPointer();
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output.edit1() = ItemFilter::Builder::nothing();
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output.edit2() = ViewFrustumPointer();
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}
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}
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@ -118,7 +118,7 @@ private:
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class RenderShadowCascadeSetup {
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public:
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using Outputs = render::VaryingSet2<render::ItemFilter, ViewFrustumPointer>;
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using Outputs = render::VaryingSet3<render::ItemFilter, render::ItemFilter, ViewFrustumPointer>;
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using JobModel = render::Job::ModelO<RenderShadowCascadeSetup, Outputs>;
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RenderShadowCascadeSetup(unsigned int cascadeIndex, RenderShadowTask::CullFunctor& cullFunctor, uint8_t tagBits = 0x00, uint8_t tagMask = 0x00) :
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@ -368,17 +368,19 @@ void CullShapeBounds::run(const RenderContextPointer& renderContext, const Input
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RenderArgs* args = renderContext->args;
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const auto& inShapes = inputs.get0();
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const auto& filter = inputs.get1();
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const auto& antiFrustum = inputs.get2();
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const auto& cullFilter = inputs.get1();
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const auto& boundsFilter = inputs.get2();
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const auto& antiFrustum = inputs.get3();
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auto& outShapes = outputs.edit0();
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auto& outBounds = outputs.edit1();
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outShapes.clear();
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outBounds = AABox();
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if (!filter.selectsNothing()) {
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if (!cullFilter.selectsNothing() || !boundsFilter.selectsNothing()) {
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auto& details = args->_details.edit(_detailType);
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Test test(_cullFunctor, args, details, antiFrustum);
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auto scene = args->_scene;
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for (auto& inItems : inShapes) {
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auto key = inItems.first;
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@ -393,16 +395,26 @@ void CullShapeBounds::run(const RenderContextPointer& renderContext, const Input
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if (antiFrustum == nullptr) {
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for (auto& item : inItems.second) {
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if (test.solidAngleTest(item.bound) && test.frustumTest(item.bound)) {
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outItems->second.emplace_back(item);
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outBounds += item.bound;
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const auto shapeKey = scene->getItem(item.id).getKey();
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if (cullFilter.test(shapeKey)) {
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outItems->second.emplace_back(item);
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}
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if (boundsFilter.test(shapeKey)) {
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outBounds += item.bound;
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}
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}
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}
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} else {
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for (auto& item : inItems.second) {
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if (test.solidAngleTest(item.bound) && test.frustumTest(item.bound) && test.antiFrustumTest(item.bound)) {
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outItems->second.emplace_back(item);
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outBounds += item.bound;
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}
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const auto shapeKey = scene->getItem(item.id).getKey();
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if (cullFilter.test(shapeKey)) {
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outItems->second.emplace_back(item);
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}
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if (boundsFilter.test(shapeKey)) {
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outBounds += item.bound;
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}
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}
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}
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}
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details._rendered += (int)outItems->second.size();
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@ -110,7 +110,7 @@ namespace render {
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class CullShapeBounds {
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public:
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using Inputs = render::VaryingSet3<ShapeBounds, ItemFilter, ViewFrustumPointer>;
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using Inputs = render::VaryingSet4<ShapeBounds, ItemFilter, ItemFilter, ViewFrustumPointer>;
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using Outputs = render::VaryingSet2<ShapeBounds, AABox>;
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using JobModel = Job::ModelIO<CullShapeBounds, Inputs, Outputs>;
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