public override void ApplyViewParameters(RenderDrawContext context, ParameterCollection parameters, LightShadowMapTexture shadowMapTexture) { parameters.Set(ShadowMapCasterParaboloidProjectionKeys.DepthParameters, GetShadowMapDepthParameters(shadowMapTexture)); }
private Vector2 ComputeCascadeSplits(RenderContext context, RenderView sourceView, ref LightShadowMapTexture lightShadowMap) { var shadow = (LightDirectionalShadowMap)lightShadowMap.Shadow; var cameraNear = sourceView.NearClipPlane; var cameraFar = sourceView.FarClipPlane; var cameraRange = cameraFar - cameraNear; var minDistance = cameraNear + LightDirectionalShadowMap.DepthRangeParameters.DefaultMinDistance; var maxDistance = cameraNear + LightDirectionalShadowMap.DepthRangeParameters.DefaultMaxDistance; if (shadow.DepthRange.IsAutomatic) { minDistance = Math.Max(sourceView.MinimumDistance, cameraNear); maxDistance = Math.Max(sourceView.MaximumDistance, minDistance); if (lightShadowMap.CurrentMinDistance <= 0) { lightShadowMap.CurrentMinDistance = minDistance; } if (lightShadowMap.CurrentMaxDistance <= 0) { lightShadowMap.CurrentMaxDistance = maxDistance; } // Increase the maximum depth in small logarithmic steps, decrease it in larger logarithmic steps var threshold = maxDistance > lightShadowMap.CurrentMaxDistance ? DepthIncreaseThreshold : DepthDecreaseThreshold; maxDistance = lightShadowMap.CurrentMaxDistance = LogCeiling(maxDistance / lightShadowMap.CurrentMaxDistance, threshold) * lightShadowMap.CurrentMaxDistance; // Increase/decrease the distance between maximum and minimum depth in small/large logarithmic steps var range = maxDistance - minDistance; var currentRange = lightShadowMap.CurrentMaxDistance - lightShadowMap.CurrentMinDistance; threshold = range > currentRange ? DepthIncreaseThreshold : DepthDecreaseThreshold; minDistance = maxDistance - LogCeiling(range / currentRange, threshold) * currentRange; minDistance = lightShadowMap.CurrentMinDistance = Math.Max(minDistance, cameraNear); } else { minDistance = cameraNear + shadow.DepthRange.ManualMinDistance; maxDistance = cameraNear + shadow.DepthRange.ManualMaxDistance; } var manualPartitionMode = shadow.PartitionMode as LightDirectionalShadowMap.PartitionManual; var logarithmicPartitionMode = shadow.PartitionMode as LightDirectionalShadowMap.PartitionLogarithmic; if (logarithmicPartitionMode != null) { var minZ = minDistance; var maxZ = maxDistance; var range = maxZ - minZ; var ratio = maxZ / minZ; var logRatio = MathUtil.Clamp(1.0f - logarithmicPartitionMode.PSSMFactor, 0.0f, 1.0f); for (int cascadeLevel = 0; cascadeLevel < lightShadowMap.CascadeCount; ++cascadeLevel) { // Compute cascade split (between znear and zfar) float distrib = (float)(cascadeLevel + 1) / lightShadowMap.CascadeCount; float logZ = (float)(minZ * Math.Pow(ratio, distrib)); float uniformZ = minZ + range * distrib; float distance = MathUtil.Lerp(uniformZ, logZ, logRatio); cascadeSplitRatios[cascadeLevel] = distance; } } else if (manualPartitionMode != null) { if (lightShadowMap.CascadeCount == 1) { cascadeSplitRatios[0] = minDistance + manualPartitionMode.SplitDistance1 * maxDistance; } else if (lightShadowMap.CascadeCount == 2) { cascadeSplitRatios[0] = minDistance + manualPartitionMode.SplitDistance1 * maxDistance; cascadeSplitRatios[1] = minDistance + manualPartitionMode.SplitDistance3 * maxDistance; } else if (lightShadowMap.CascadeCount == 4) { cascadeSplitRatios[0] = minDistance + manualPartitionMode.SplitDistance0 * maxDistance; cascadeSplitRatios[1] = minDistance + manualPartitionMode.SplitDistance1 * maxDistance; cascadeSplitRatios[2] = minDistance + manualPartitionMode.SplitDistance2 * maxDistance; cascadeSplitRatios[3] = minDistance + manualPartitionMode.SplitDistance3 * maxDistance; } } // Convert distance splits to ratios cascade in the range [0, 1] for (int i = 0; i < cascadeSplitRatios.Length; i++) { cascadeSplitRatios[i] = (cascadeSplitRatios[i] - cameraNear) / cameraRange; } return(new Vector2(minDistance, maxDistance)); }
private float GetShadowMapFarPlane(LightShadowMapTexture shadowMapTexture) { return(GetLightClippingPlanes(shadowMapTexture.Light as LightPoint).Y); }
public override void Collect(RenderContext context, RenderView sourceView, LightShadowMapTexture lightShadowMap) { var shadow = (LightDirectionalShadowMap)lightShadowMap.Shadow; // TODO: Min and Max distance can be auto-computed from readback from Z buffer var viewToWorld = sourceView.View; viewToWorld.Invert(); // Update the frustum infos UpdateFrustum(sourceView); // Computes the cascade splits var minMaxDistance = ComputeCascadeSplits(context, sourceView, 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 ShaderData 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 - sourceView.NearClipPlane) / (sourceView.FarClipPlane - sourceView.NearClipPlane); float splitMinRatio = 0; for (int cascadeLevel = 0; cascadeLevel < cascadeCount; ++cascadeLevel) { var oldSplitMinRatio = splitMinRatio; // Calculate frustum corners for this cascade splitMinRatio = splitMaxRatio; splitMaxRatio = cascadeSplitRatios[cascadeLevel]; for (int j = 0; j < 4; j++) { // Calculate frustum in WS and VS float overlap = 0; if (cascadeLevel > 0 && shadow.DepthRange.IsBlendingCascades) { overlap = 0.2f * (splitMinRatio - oldSplitMinRatio); } var frustumRangeWS = frustumCornersWS[j + 4] - frustumCornersWS[j]; var frustumRangeVS = frustumCornersVS[j + 4] - frustumCornersVS[j]; cascadeFrustumCornersWS[j] = frustumCornersWS[j] + frustumRangeWS * (splitMinRatio - overlap); cascadeFrustumCornersWS[j + 4] = frustumCornersWS[j] + frustumRangeWS * splitMaxRatio; cascadeFrustumCornersVS[j] = frustumCornersVS[j] + frustumRangeVS * (splitMinRatio - overlap); cascadeFrustumCornersVS[j + 4] = frustumCornersVS[j] + frustumRangeVS * splitMaxRatio; } Vector3 cascadeMinBoundLS; Vector3 cascadeMaxBoundLS; Vector3 target; if (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.LookAtRH(target, target + 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. The calculation of the eye position assumes RH coordinates. var viewMatrix = Matrix.LookAtRH(target - direction * cascadeMaxBoundLS.Z, target, upDirection); // View;; var nearClip = 0.0f; var farClip = cascadeMaxBoundLS.Z - cascadeMinBoundLS.Z; var projectionMatrix = Matrix.OrthoOffCenterRH(cascadeMinBoundLS.X, cascadeMaxBoundLS.X, cascadeMinBoundLS.Y, cascadeMaxBoundLS.Y, nearClip, farClip); // 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; // shouln't it be scale and not translation ? 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; shaderData.DepthRange[cascadeLevel] = new Vector2(nearClip, farClip); ////////////////////// // Cascade splits in light space using depth: Store depth on first CascaderCasterMatrix in last column of each row shaderData.CascadeSplits[cascadeLevel] = MathUtil.Lerp(sourceView.NearClipPlane, sourceView.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); shaderData.TextureCoords[cascadeLevel] = cascadeTextureCoords; //// 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]); // Allocate shadow render view var shadowRenderView = CreateRenderView(); shadowRenderView.RenderView = sourceView; shadowRenderView.ShadowMapTexture = lightShadowMap; shadowRenderView.Rectangle = shadowMapRectangle; shadowRenderView.View = viewMatrix; shadowRenderView.ViewSize = new Vector2(shadowMapRectangle.Width, shadowMapRectangle.Height); shadowRenderView.Projection = projectionMatrix; shadowRenderView.ViewProjection = viewProjectionMatrix; shadowRenderView.NearClipPlane = nearClip; shadowRenderView.FarClipPlane = farClip; // Add the render view for the current frame context.RenderSystem.Views.Add(shadowRenderView); } }
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 lightComponent = lightShadowMap.LightComponent; var spotLight = (LightSpot)lightComponent.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 var viewMatrix = lightComponent.Entity.Transform.WorldMatrix; viewMatrix.Invert(); var projectionMatrix = Matrix.PerspectiveFovRH(spotLight.AngleOuterInRadians, spotLight.AspectRatio, nearClip, farClip); // 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 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); //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 = lightShadowMap.GetRectangle(0); // 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); }
public virtual void ApplyViewParameters(RenderDrawContext context, ParameterCollection parameters, LightShadowMapTexture shadowMapTexture) { }
public abstract void Collect(RenderContext context, RenderView sourceView, LightShadowMapTexture lightShadowMap);
public override void Collect(RenderContext context, RenderView sourceView, LightShadowMapTexture lightShadowMap) { var shaderData = shaderDataPool.Add(); lightShadowMap.ShaderData = shaderData; shaderData.Texture = lightShadowMap.Atlas.Texture; shaderData.DepthBias = lightShadowMap.Light.Shadow.BiasParameters.DepthBias; shaderData.OffsetScale = lightShadowMap.Light.Shadow.BiasParameters.NormalOffsetScale; shaderData.DepthParameters = GetShadowMapDepthParameters(lightShadowMap); var clippingPlanes = GetLightClippingPlanes((LightPoint)lightShadowMap.Light); var textureMapSize = lightShadowMap.GetRectangle(0).Size; // Calculate angle of the projection with border pixels taken into account to allow filtering float halfMapSize = (float)textureMapSize.Width / 2; float halfFov = (float)Math.Atan((halfMapSize + BorderPixels) / halfMapSize); shaderData.Projection = Matrix.PerspectiveFovRH(halfFov * 2, 1.0f, clippingPlanes.X, clippingPlanes.Y); Vector2 atlasSize = new Vector2(lightShadowMap.Atlas.Width, lightShadowMap.Atlas.Height); for (int i = 0; i < 6; i++) { Rectangle faceRectangle = lightShadowMap.GetRectangle(i); shaderData.FaceOffsets[i] = new Vector2(faceRectangle.Left + BorderPixels, faceRectangle.Top + BorderPixels) / atlasSize; // Compute view parameters GetViewParameters(lightShadowMap, i, out shaderData.View[i]); // Allocate shadow render view var shadowRenderView = CreateRenderView(); shadowRenderView.RenderView = sourceView; shadowRenderView.ShadowMapTexture = lightShadowMap; shadowRenderView.Rectangle = faceRectangle; shadowRenderView.ViewSize = new Vector2(faceRectangle.Width, faceRectangle.Height); shadowRenderView.NearClipPlane = clippingPlanes.X; shadowRenderView.FarClipPlane = clippingPlanes.Y; shadowRenderView.View = shaderData.View[i]; shadowRenderView.Projection = shaderData.Projection; Matrix.Multiply(ref shadowRenderView.View, ref shadowRenderView.Projection, out shadowRenderView.ViewProjection); // Create projection matrix with adjustment var textureCoords = new Vector4( (float)shadowRenderView.Rectangle.Left / lightShadowMap.Atlas.Width, (float)shadowRenderView.Rectangle.Top / lightShadowMap.Atlas.Height, (float)shadowRenderView.Rectangle.Right / lightShadowMap.Atlas.Width, (float)shadowRenderView.Rectangle.Bottom / lightShadowMap.Atlas.Height); float leftX = (float)lightShadowMap.Size / lightShadowMap.Atlas.Width * 0.5f; float leftY = (float)lightShadowMap.Size / lightShadowMap.Atlas.Height * 0.5f; float centerX = 0.5f * (textureCoords.X + textureCoords.Z); float centerY = 0.5f * (textureCoords.Y + textureCoords.W); var projectionToShadow = Matrix.Scaling(leftX, -leftY, 1.0f) * Matrix.Translation(centerX, centerY, 0.0f); Matrix.Multiply(ref shadowRenderView.ViewProjection, ref projectionToShadow, out shaderData.WorldToShadow[i]); shadowRenderView.VisiblityIgnoreDepthPlanes = false; // Add the render view for the current frame context.RenderSystem.Views.Add(shadowRenderView); } }