public TEventType GetOrCreate(IInputDevice device) { TEventType item = pool.Add(); item.Device = device; return(item); }
/// <summary> /// Creates a default view with the shadow caster stage added to it /// </summary> public virtual ShadowMapRenderView CreateRenderView() { var shadowRenderView = shadowRenderViews.Add(); shadowRenderView.RenderStages.Add(ShadowCasterRenderStage); return(shadowRenderView); }
public virtual LightShadowMapTexture CreateShadowMapTexture(RenderView renderView, RenderLight renderLight, IDirectLight light, int shadowMapSize) { var shadowMap = shadowMaps.Add(); shadowMap.Initialize(renderView, renderLight, light, light.Shadow, shadowMapSize, this); return(shadowMap); }
// TODO: This function is not being called anywhere. Find a way to integrate it and do the light attribute extraction here instead of within "ApplyDrawParameters()". public void Collect(RenderContext context, RenderView sourceView, LightShadowMapTexture lightShadowMap) // TODO: Remove the shadow map parameter. { // Computes the cascade splits var lightComponent = lightShadowMap.RenderLight; var spotLight = (LightSpot)lightComponent.Type; // Get new shader data from pool var shaderData = shaderDataPool.Add(); lightShadowMap.ShaderData = shaderData; shaderData.ProjectiveTextureMipMapLevel = (float)(lightParameters.ProjectionTexture.MipLevels - 1) * spotLight.MipMapScale; // "- 1" because the lowest mip level is 0, not 1. shaderData.WorldToTextureUV = ComputeWorldToTextureUVMatrix(lightComponent); // View-projection matrix without offset to cascade. }
internal void AllocateCollectionsPerGroupOfCullingMask() { // Clear the pool (but keep instances already created) lightCollectionPool.Clear(); // At worst, we have 32 collections (one per bit active in the culling mask) for (int i = 0; i < groupMasks.Length; i++) { var mask = groupMasks[i++]; if (mask == 0) { continue; } // Check if there is a previous collection for the current mask int collectionIndex = -1; for (int j = 0; j < lightCollectionPool.Count; j++) { if ((uint)lightCollectionPool[j].CullingMask == mask) { collectionIndex = j; break; } } // If no collection found for this mask, create a new one if (collectionIndex < 0) { collectionIndex = lightCollectionPool.Count; // Use a pool to avoid recreating collections var collection = lightCollectionPool.Add(); // The selected collection is associated with the specified mask collection.CullingMask = (EntityGroupMask)mask; } // Store the index of the collection for the current bit groupMasks[i] = (uint)collectionIndex; } }
public override void Collect(RenderContext context, ShadowMapRenderer shadowMapRenderer, LightShadowMapTexture lightShadowMap) { var shadow = (LightDirectionalShadowMap)lightShadowMap.Shadow; // TODO: Min and Max distance can be auto-computed from readback from Z buffer var shadowRenderView = shadowMapRenderer.CurrentView; var viewToWorld = shadowRenderView.View; viewToWorld.Invert(); // Update the frustum infos UpdateFrustum(shadowRenderView); // Computes the cascade splits var minMaxDistance = ComputeCascadeSplits(context, shadowMapRenderer, ref lightShadowMap); var direction = lightShadowMap.LightComponent.Direction; // Fake value // It will be setup by next loop Vector3 side = Vector3.UnitX; Vector3 upDirection = Vector3.UnitX; // Select best Up vector // TODO: User preference? foreach (var vectorUp in VectorUps) { if (Math.Abs(Vector3.Dot(direction, vectorUp)) < (1.0 - 0.0001)) { side = Vector3.Normalize(Vector3.Cross(vectorUp, direction)); upDirection = Vector3.Normalize(Vector3.Cross(direction, side)); break; } } int cascadeCount = lightShadowMap.CascadeCount; // Get new shader data from pool LightDirectionalShadowMapShaderData shaderData; if (cascadeCount == 1) { shaderData = shaderDataPoolCascade1.Add(); } else if (cascadeCount == 2) { shaderData = shaderDataPoolCascade2.Add(); } else { shaderData = shaderDataPoolCascade4.Add(); } lightShadowMap.ShaderData = shaderData; shaderData.Texture = lightShadowMap.Atlas.Texture; shaderData.DepthBias = shadow.BiasParameters.DepthBias; shaderData.OffsetScale = shadow.BiasParameters.NormalOffsetScale; float splitMaxRatio = (minMaxDistance.X - shadowRenderView.NearClipPlane) / (shadowRenderView.FarClipPlane - shadowRenderView.NearClipPlane); for (int cascadeLevel = 0; cascadeLevel < cascadeCount; ++cascadeLevel) { // Calculate frustum corners for this cascade var splitMinRatio = splitMaxRatio; splitMaxRatio = cascadeSplitRatios[cascadeLevel]; for (int j = 0; j < 4; j++) { // Calculate frustum in WS and VS var frustumRange = frustumCornersWS[j + 4] - frustumCornersWS[j]; cascadeFrustumCornersWS[j] = frustumCornersWS[j] + frustumRange * splitMinRatio; cascadeFrustumCornersWS[j + 4] = frustumCornersWS[j] + frustumRange * splitMaxRatio; frustumRange = frustumCornersVS[j + 4] - frustumCornersVS[j]; cascadeFrustumCornersVS[j] = frustumCornersVS[j] + frustumRange * splitMinRatio; cascadeFrustumCornersVS[j + 4] = frustumCornersVS[j] + frustumRange * splitMaxRatio; } Vector3 cascadeMinBoundLS; Vector3 cascadeMaxBoundLS; Vector3 target; if (!shadow.DepthRange.IsAutomatic && (shadow.StabilizationMode == LightShadowMapStabilizationMode.ViewSnapping || shadow.StabilizationMode == LightShadowMapStabilizationMode.ProjectionSnapping)) { // Make sure we are using the same direction when stabilizing var boundingVS = BoundingSphere.FromPoints(cascadeFrustumCornersVS); // Compute bounding box center & radius target = Vector3.TransformCoordinate(boundingVS.Center, viewToWorld); var radius = boundingVS.Radius; //if (shadow.AutoComputeMinMax) //{ // var snapRadius = (float)Math.Ceiling(radius / snapRadiusValue) * snapRadiusValue; // Debug.WriteLine("Radius: {0} SnapRadius: {1} (snap: {2})", radius, snapRadius, snapRadiusValue); // radius = snapRadius; //} cascadeMaxBoundLS = new Vector3(radius, radius, radius); cascadeMinBoundLS = -cascadeMaxBoundLS; if (shadow.StabilizationMode == LightShadowMapStabilizationMode.ViewSnapping) { // Snap camera to texel units (so that shadow doesn't jitter when light doesn't change direction but camera is moving) // Technique from ShaderX7 - Practical Cascaded Shadows Maps - p310-311 var shadowMapHalfSize = lightShadowMap.Size * 0.5f; float x = (float)Math.Ceiling(Vector3.Dot(target, upDirection) * shadowMapHalfSize / radius) * radius / shadowMapHalfSize; float y = (float)Math.Ceiling(Vector3.Dot(target, side) * shadowMapHalfSize / radius) * radius / shadowMapHalfSize; float z = Vector3.Dot(target, direction); //target = up * x + side * y + direction * R32G32B32_Float.Dot(target, direction); target = upDirection * x + side * y + direction * z; } } else { var cascadeBoundWS = BoundingBox.FromPoints(cascadeFrustumCornersWS); target = cascadeBoundWS.Center; // Computes the bouding box of the frustum cascade in light space var lightViewMatrix = Matrix.LookAtLH(cascadeBoundWS.Center, cascadeBoundWS.Center + direction, upDirection); cascadeMinBoundLS = new Vector3(float.MaxValue); cascadeMaxBoundLS = new Vector3(-float.MaxValue); for (int i = 0; i < cascadeFrustumCornersWS.Length; i++) { Vector3 cornerViewSpace; Vector3.TransformCoordinate(ref cascadeFrustumCornersWS[i], ref lightViewMatrix, out cornerViewSpace); cascadeMinBoundLS = Vector3.Min(cascadeMinBoundLS, cornerViewSpace); cascadeMaxBoundLS = Vector3.Max(cascadeMaxBoundLS, cornerViewSpace); } // TODO: Adjust orthoSize by taking into account filtering size } // Update the shadow camera var viewMatrix = Matrix.LookAtLH(target + direction * cascadeMinBoundLS.Z, target, upDirection); // View;; var projectionMatrix = Matrix.OrthoOffCenterLH(cascadeMinBoundLS.X, cascadeMaxBoundLS.X, cascadeMinBoundLS.Y, cascadeMaxBoundLS.Y, 0.0f, cascadeMaxBoundLS.Z - cascadeMinBoundLS.Z); // Projection Matrix viewProjectionMatrix; Matrix.Multiply(ref viewMatrix, ref projectionMatrix, out viewProjectionMatrix); // Stabilize the Shadow matrix on the projection if (shadow.StabilizationMode == LightShadowMapStabilizationMode.ProjectionSnapping) { var shadowPixelPosition = viewProjectionMatrix.TranslationVector * lightShadowMap.Size * 0.5f; shadowPixelPosition.Z = 0; var shadowPixelPositionRounded = new Vector3((float)Math.Round(shadowPixelPosition.X), (float)Math.Round(shadowPixelPosition.Y), 0.0f); var shadowPixelOffset = new Vector4(shadowPixelPositionRounded - shadowPixelPosition, 0.0f); shadowPixelOffset *= 2.0f / lightShadowMap.Size; projectionMatrix.Row4 += shadowPixelOffset; Matrix.Multiply(ref viewMatrix, ref projectionMatrix, out viewProjectionMatrix); } shaderData.ViewMatrix[cascadeLevel] = viewMatrix; shaderData.ProjectionMatrix[cascadeLevel] = projectionMatrix; // Cascade splits in light space using depth: Store depth on first CascaderCasterMatrix in last column of each row shaderData.CascadeSplits[cascadeLevel] = MathUtil.Lerp(shadowRenderView.NearClipPlane, shadowRenderView.FarClipPlane, cascadeSplitRatios[cascadeLevel]); var shadowMapRectangle = lightShadowMap.GetRectangle(cascadeLevel); var cascadeTextureCoords = new Vector4((float)shadowMapRectangle.Left / lightShadowMap.Atlas.Width, (float)shadowMapRectangle.Top / lightShadowMap.Atlas.Height, (float)shadowMapRectangle.Right / lightShadowMap.Atlas.Width, (float)shadowMapRectangle.Bottom / lightShadowMap.Atlas.Height); //// Add border (avoid using edges due to bilinear filtering and blur) //var borderSizeU = VsmBlurSize / lightShadowMap.Atlas.Width; //var borderSizeV = VsmBlurSize / lightShadowMap.Atlas.Height; //cascadeTextureCoords.X += borderSizeU; //cascadeTextureCoords.Y += borderSizeV; //cascadeTextureCoords.Z -= borderSizeU; //cascadeTextureCoords.W -= borderSizeV; float leftX = (float)lightShadowMap.Size / lightShadowMap.Atlas.Width * 0.5f; float leftY = (float)lightShadowMap.Size / lightShadowMap.Atlas.Height * 0.5f; float centerX = 0.5f * (cascadeTextureCoords.X + cascadeTextureCoords.Z); float centerY = 0.5f * (cascadeTextureCoords.Y + cascadeTextureCoords.W); // Compute receiver view proj matrix Matrix adjustmentMatrix = Matrix.Scaling(leftX, -leftY, 1.0f) * Matrix.Translation(centerX, centerY, 0.0f); // Calculate View Proj matrix from World space to Cascade space Matrix.Multiply(ref viewProjectionMatrix, ref adjustmentMatrix, out shaderData.WorldToShadowCascadeUV[cascadeLevel]); } }
public override LightShaderGroupData CreateGroupData() { var data = dataPool.Add(); return(data); }
public override void Collect(RenderContext context, ShadowMapRenderer shadowMapRenderer, LightShadowMapTexture lightShadowMap) { // TODO: Min and Max distance can be auto-computed from readback from Z buffer var shadow = (LightStandardShadowMap)lightShadowMap.Shadow; var shadowCamera = shadowMapRenderer.ShadowCamera; // Computes the cascade splits var lightComponent = lightShadowMap.LightComponent; var spotLight = (LightSpot)lightComponent.Type; var position = lightComponent.Position; var direction = lightComponent.Direction; var target = position + spotLight.Range * direction; var orthoSize = spotLight.LightRadiusAtTarget; // Fake value // It will be setup by next loop Vector3 side = Vector3.UnitX; Vector3 upDirection = Vector3.UnitX; // Select best Up vector // TODO: User preference? foreach (var vectorUp in VectorUps) { if (Vector3.Dot(direction, vectorUp) < (1.0 - 0.0001)) { side = Vector3.Normalize(Vector3.Cross(vectorUp, direction)); upDirection = Vector3.Normalize(Vector3.Cross(direction, side)); break; } } // Get new shader data from pool var shaderData = shaderDataPool.Add(); lightShadowMap.ShaderData = shaderData; shaderData.Texture = lightShadowMap.Atlas.Texture; shaderData.DepthBias = shadow.BiasParameters.DepthBias; shaderData.OffsetScale = shadow.BiasParameters.NormalOffsetScale; // Update the shadow camera shadowCamera.ViewMatrix = Matrix.LookAtLH(position, target, upDirection); // View;; // TODO: Calculation of near and far is hardcoded/approximated. We should find a better way to calculate it. shadowCamera.ProjectionMatrix = Matrix.PerspectiveFovLH(spotLight.AngleOuterInRadians, 1.0f, 0.01f, spotLight.Range * 2.0f); // Perspective Projection for spotlights shadowCamera.Update(); var shadowMapRectangle = lightShadowMap.GetRectangle(0); var cascadeTextureCoords = new Vector4((float)shadowMapRectangle.Left / lightShadowMap.Atlas.Width, (float)shadowMapRectangle.Top / lightShadowMap.Atlas.Height, (float)shadowMapRectangle.Right / lightShadowMap.Atlas.Width, (float)shadowMapRectangle.Bottom / lightShadowMap.Atlas.Height); //// Add border (avoid using edges due to bilinear filtering and blur) //var borderSizeU = VsmBlurSize / lightShadowMap.Atlas.Width; //var borderSizeV = VsmBlurSize / lightShadowMap.Atlas.Height; //cascadeTextureCoords.X += borderSizeU; //cascadeTextureCoords.Y += borderSizeV; //cascadeTextureCoords.Z -= borderSizeU; //cascadeTextureCoords.W -= borderSizeV; float leftX = (float)lightShadowMap.Size / lightShadowMap.Atlas.Width * 0.5f; float leftY = (float)lightShadowMap.Size / lightShadowMap.Atlas.Height * 0.5f; float centerX = 0.5f * (cascadeTextureCoords.X + cascadeTextureCoords.Z); float centerY = 0.5f * (cascadeTextureCoords.Y + cascadeTextureCoords.W); // Compute receiver view proj matrix Matrix adjustmentMatrix = Matrix.Scaling(leftX, -leftY, 1.0f) * Matrix.Translation(centerX, centerY, 0.0f); // Calculate View Proj matrix from World space to Cascade space Matrix.Multiply(ref shadowCamera.ViewProjectionMatrix, ref adjustmentMatrix, out shaderData.WorldToShadowCascadeUV); shaderData.ViewMatrix = shadowCamera.ViewMatrix; shaderData.ProjectionMatrix = shadowCamera.ProjectionMatrix; }
public override void Collect(RenderContext context, RenderView sourceView, LightShadowMapTexture lightShadowMap) { // TODO: Min and Max distance can be auto-computed from readback from Z buffer // Yeah sure... good luck with that. var shadow = (LightStandardShadowMap)lightShadowMap.Shadow; // Computes the cascade splits var renderLight = lightShadowMap.RenderLight; var spotLight = (LightSpot)renderLight.Type; // Get new shader data from pool var shaderData = shaderDataPool.Add(); lightShadowMap.ShaderData = shaderData; shaderData.Texture = lightShadowMap.Atlas.Texture; shaderData.DepthBias = shadow.BiasParameters.DepthBias; shaderData.OffsetScale = shadow.BiasParameters.NormalOffsetScale; // TODO: Calculation of near and far is hardcoded/approximated. We should find a better way to calculate it. var nearClip = 0.01f; // TODO: This should be configurable. var farClip = spotLight.Range * 2.0f; // TODO: For some reason this multiplication by two is required. This should be investigated and fixed properly. shaderData.DepthRange = new Vector2(nearClip, farClip); ////////////////////////////////////////// // Update the shadow camera Matrix.Invert(ref renderLight.WorldMatrix, out var viewMatrix); Matrix.PerspectiveFovRH(spotLight.AngleOuterInRadians, spotLight.AspectRatio, nearClip, farClip, out var projectionMatrix); // Perspective Projection for spotlights Matrix.Multiply(ref viewMatrix, ref projectionMatrix, out var viewProjectionMatrix); var shadowMapRectangle = lightShadowMap.GetRectangle(0); var cascadeTextureCoords = new Vector4( (float)shadowMapRectangle.Left / lightShadowMap.Atlas.Width, (float)shadowMapRectangle.Top / lightShadowMap.Atlas.Height, (float)shadowMapRectangle.Right / lightShadowMap.Atlas.Width, (float)shadowMapRectangle.Bottom / lightShadowMap.Atlas.Height); //// Add border (avoid using edges due to bilinear filtering and blur) //var borderSizeU = VsmBlurSize / lightShadowMap.Atlas.Width; //var borderSizeV = VsmBlurSize / lightShadowMap.Atlas.Height; //cascadeTextureCoords.X += borderSizeU; //cascadeTextureCoords.Y += borderSizeV; //cascadeTextureCoords.Z -= borderSizeU; //cascadeTextureCoords.W -= borderSizeV; float leftX = (float)lightShadowMap.Size / lightShadowMap.Atlas.Width * 0.5f; float leftY = (float)lightShadowMap.Size / lightShadowMap.Atlas.Height * 0.5f; float centerX = 0.5f * (cascadeTextureCoords.X + cascadeTextureCoords.Z); float centerY = 0.5f * (cascadeTextureCoords.Y + cascadeTextureCoords.W); // Compute receiver view proj matrix Matrix.Scaling(leftX, -leftY, 1.0f, out var scaleMatrix); Matrix.Translation(centerX, centerY, 0.0f, out var translationMatrix); Matrix.Multiply(ref scaleMatrix, ref translationMatrix, out var adjustmentMatrix); // Calculate View Proj matrix from World space to Cascade space Matrix.Multiply(ref viewProjectionMatrix, ref adjustmentMatrix, out shaderData.WorldToShadowCascadeUV); //Matrix rotationMatrix = Matrix.RotationZ(rotationZ); //Matrix.Multiply(ref viewProjectionMatrix, ref rotationMatrix, out shaderData.worldToShadowProjectiveTextureUV); shaderData.ViewMatrix = viewMatrix; shaderData.ProjectionMatrix = projectionMatrix; // Allocate shadow render view var shadowRenderView = CreateRenderView(); shadowRenderView.RenderView = sourceView; shadowRenderView.ShadowMapTexture = lightShadowMap; shadowRenderView.Rectangle = shadowMapRectangle; // Compute view parameters shadowRenderView.View = shaderData.ViewMatrix; shadowRenderView.Projection = shaderData.ProjectionMatrix; Matrix.Multiply(ref shadowRenderView.View, ref shadowRenderView.Projection, out shadowRenderView.ViewProjection); shadowRenderView.ViewSize = new Vector2(shadowMapRectangle.Width, shadowMapRectangle.Height); shadowRenderView.NearClipPlane = nearClip; shadowRenderView.FarClipPlane = farClip; // Add the render view for the current frame context.RenderSystem.Views.Add(shadowRenderView); // Collect objects in shadow views context.VisibilityGroup.TryCollect(shadowRenderView); }