protected override void AddLightInternal(LightComponent light) { var spotLight = (LightSpot)light.Type; lights[Count] = new SpotLightData { PositionWS = light.Position, DirectionWS = light.Direction, AngleOffsetAndInvSquareRadius = new Vector3(spotLight.LightAngleScale, spotLight.LightAngleOffset, spotLight.InvSquareRange), Color = light.Color, }; }
public override unsafe void ApplyViewParameters(RenderDrawContext context, int viewIndex, ParameterCollection parameters) { // Note: no need to fill CurrentLights since we have no shadow maps base.ApplyViewParameters(context, viewIndex, parameters); var renderView = renderViews[viewIndex]; var viewSize = renderView.ViewSize; // No screen size set? if (viewSize.X == 0 || viewSize.Y == 0) { return; } var clusterCountX = ((int)viewSize.X + ClusterSize - 1) / ClusterSize; var clusterCountY = ((int)viewSize.Y + ClusterSize - 1) / ClusterSize; // TODO: Additional culling on x/y (to remove corner clusters) // Prepare planes for culling //var viewProjection = renderView.ViewProjection; //Array.Resize(ref zPlanes, ClusterSlices + 1); //for (int z = 0; z <= ClusterSlices; ++z) //{ // var zFactor = (float)z / (float)ClusterSlices; // // // Build planes between nearplane and -farplane (see BoundingFrustum code) // zPlanes[z] = new Plane( // viewProjection.M13 - zFactor * viewProjection.M14, // viewProjection.M23 - zFactor * viewProjection.M24, // viewProjection.M33 - zFactor * viewProjection.M34, // viewProjection.M43 - zFactor * viewProjection.M44); // // zPlanes[z].Normalize(); //} if (pointGroupRenderer.lightClusters == null || lightClustersValues.Length != clusterCountX * clusterCountY * ClusterSlices) { // First time? pointGroupRenderer.lightClusters?.Dispose(); pointGroupRenderer.lightClusters = Texture.New3D(context.GraphicsDevice, clusterCountX, clusterCountY, 8, PixelFormat.R32G32_UInt); lightClustersValues = new Int2[clusterCountX * clusterCountY * ClusterSlices]; } // Initialize cluster with no light (-1) for (int i = 0; i < clusterCountX * clusterCountY * ClusterSlices; ++i) { lightNodes.Add(new LightClusterLinkedNode(LightType.Point, -1, -1)); } // List of clusters moved by this light var movedClusters = new Dictionary <LightClusterLinkedNode, int>(); // Try to use SpecialNearPlane to not waste too much slices in very small depth // Make sure we don't go to more than 10% of max depth var nearPlane = Math.Max(Math.Min(SpecialNearPlane, renderView.FarClipPlane * 0.1f), renderView.NearClipPlane); //var sliceBias = ((renderView.NearClipPlane * renderView.Projection.M33) + renderView.Projection.M43) / (renderView.NearClipPlane * renderView.Projection.M34); // Compute scale and bias so that near_plane..special_near fits in slice 0, then grow exponentionally // log2(specialNear * scale + bias) == 1.0 // log2(far * scale + bias) == ClusterSlices // as a result: clusterDepthScale = (float)(Math.Pow(2.0f, ClusterSlices) - 2.0f) / (renderView.FarClipPlane - nearPlane); clusterDepthBias = 2.0f - clusterDepthScale * nearPlane; //---------------- SPOT LIGHTS ------------------- var lightRange = pointGroupRenderer.spotGroup.LightRanges[viewIndex]; for (int i = lightRange.Start; i < lightRange.End; ++i) { var light = pointGroupRenderer.spotGroup.Lights[i].Light; var spotLight = (LightSpot)light.Type; if (spotLight.Shadow != null && spotLight.Shadow.Enabled) { continue; } // Create spot light data var spotLightData = new SpotLightData { PositionWS = light.Position, DirectionWS = light.Direction, AngleOffsetAndInvSquareRadius = new Vector3(spotLight.LightAngleScale, spotLight.LightAngleOffset, spotLight.InvSquareRange), Color = light.Color, }; // Fill list of spot lights spotLights.Add(spotLightData); movedClusters.Clear(); var radius = (float)Math.Sqrt(1.0f / spotLightData.AngleOffsetAndInvSquareRadius.Z); Vector3 positionVS; Vector3.TransformCoordinate(ref spotLightData.PositionWS, ref renderView.View, out positionVS); // TODO: culling (first do it on PointLight, then backport it to SpotLight and improve for SpotLight case) // Find x/y ranges Vector2 clipMin, clipMax; ComputeClipRegion(positionVS, radius, ref renderView.Projection, out clipMin, out clipMax); var tileStartX = MathUtil.Clamp((int)((clipMin.X * 0.5f + 0.5f) * viewSize.X / ClusterSize), 0, clusterCountX); var tileEndX = MathUtil.Clamp((int)((clipMax.X * 0.5f + 0.5f) * viewSize.X / ClusterSize) + 1, 0, clusterCountX); var tileStartY = MathUtil.Clamp((int)((-clipMax.Y * 0.5f + 0.5f) * viewSize.Y / ClusterSize), 0, clusterCountY); var tileEndY = MathUtil.Clamp((int)((-clipMin.Y * 0.5f + 0.5f) * viewSize.Y / ClusterSize) + 1, 0, clusterCountY); // Find z range (project using Projection matrix) var startZ = -positionVS.Z - radius; var endZ = -positionVS.Z + radius; var tileStartZ = MathUtil.Clamp((int)Math.Log(startZ * clusterDepthScale + clusterDepthBias, 2.0f), 0, ClusterSlices); var tileEndZ = MathUtil.Clamp((int)Math.Log(endZ * clusterDepthScale + clusterDepthBias, 2.0f) + 1, 0, ClusterSlices); for (int z = tileStartZ; z < tileEndZ; ++z) { for (int y = tileStartY; y < tileEndY; ++y) { for (int x = tileStartX; x < tileEndX; ++x) { AddLightToCluster(movedClusters, LightType.Spot, i - lightRange.Start, x + (y + z * clusterCountY) * clusterCountX); } } } } //---------------- POINT LIGHTS ------------------- lightRange = LightRanges[viewIndex]; for (int i = lightRange.Start; i < lightRange.End; ++i) { var light = Lights[i].Light; var pointLight = (LightPoint)light.Type; // Create point light data var pointLightData = new PointLightData { PositionWS = light.Position, InvSquareRadius = pointLight.InvSquareRadius, Color = light.Color, }; // Fill list of point lights pointLights.Add(pointLightData); movedClusters.Clear(); var radius = (float)Math.Sqrt(1.0f / pointLightData.InvSquareRadius); Vector3 positionVS; Vector3.TransformCoordinate(ref pointLightData.PositionWS, ref renderView.View, out positionVS); //Vector3 positionScreen; //Vector3.TransformCoordinate(ref pointLightData.PositionWS, ref renderView.ViewProjection, out positionScreen); // Find x/y ranges Vector2 clipMin, clipMax; ComputeClipRegion(positionVS, radius, ref renderView.Projection, out clipMin, out clipMax); var tileStartX = MathUtil.Clamp((int)((clipMin.X * 0.5f + 0.5f) * viewSize.X / ClusterSize), 0, clusterCountX); var tileEndX = MathUtil.Clamp((int)((clipMax.X * 0.5f + 0.5f) * viewSize.X / ClusterSize) + 1, 0, clusterCountX); var tileStartY = MathUtil.Clamp((int)((-clipMax.Y * 0.5f + 0.5f) * viewSize.Y / ClusterSize), 0, clusterCountY); var tileEndY = MathUtil.Clamp((int)((-clipMin.Y * 0.5f + 0.5f) * viewSize.Y / ClusterSize) + 1, 0, clusterCountY); // Find z range (project using Projection matrix) var startZ = -positionVS.Z - radius; var endZ = -positionVS.Z + radius; //var centerZ = (int)(positionVS.Z * ClusterDepthScale + ClusterDepthBias); var tileStartZ = MathUtil.Clamp((int)Math.Log(startZ * clusterDepthScale + clusterDepthBias, 2.0f), 0, ClusterSlices); var tileEndZ = MathUtil.Clamp((int)Math.Log(endZ * clusterDepthScale + clusterDepthBias, 2.0f) + 1, 0, ClusterSlices); for (int z = tileStartZ; z < tileEndZ; ++z) { // TODO: Additional culling on x/y (to remove corner clusters) // See "Practical Clustered Shading" for details //if (z != centerZ) //{ // var plane = z < centerZ ? zPlanes[z + 1] : -zPlanes[z]; // // positionScreen = Plane.DotCoordinate(ref plane, ref positionScreen, out ) //} for (int y = tileStartY; y < tileEndY; ++y) { for (int x = tileStartX; x < tileEndX; ++x) { AddLightToCluster(movedClusters, LightType.Point, i - lightRange.Start, x + (y + z * clusterCountY) * clusterCountX); } } } } // Finish clusters by making their last element unique and building clusterInfos movedClusters.Clear(); for (int i = 0; i < clusterCountX * clusterCountY * ClusterSlices; ++i) { FinishCluster(movedClusters, i); } // Prepare light clusters for (int i = 0; i < clusterCountX * clusterCountY * ClusterSlices; ++i) { var clusterId = lightNodes[i].NextNode; lightClustersValues[i] = clusterId != -1 ? clusterInfos[clusterId] : new Int2(0, 0); } // Upload data to texture using (new DefaultCommandListLock(context.CommandList)) { fixed(Int2 *dataPtr = lightClustersValues) context.CommandList.UpdateSubresource(pointGroupRenderer.lightClusters, 0, new DataBox((IntPtr)dataPtr, sizeof(Int2) * clusterCountX, sizeof(Int2) * clusterCountX * clusterCountY)); // PointLights: Ensure size and update if (pointLights.Count > 0) { if (pointGroupRenderer.pointLightsBuffer == null || pointGroupRenderer.pointLightsBuffer.SizeInBytes < pointLights.Count * sizeof(PointLightData)) { pointGroupRenderer.pointLightsBuffer?.Dispose(); pointGroupRenderer.pointLightsBuffer = Buffer.New(context.GraphicsDevice, MathUtil.NextPowerOfTwo(pointLights.Count * sizeof(PointLightData)), 0, BufferFlags.ShaderResource, PixelFormat.R32G32B32A32_Float); } fixed(PointLightData *pointLightsPtr = pointLights.Items) context.CommandList.UpdateSubresource(pointGroupRenderer.pointLightsBuffer, 0, new DataBox((IntPtr)pointLightsPtr, 0, 0), new ResourceRegion(0, 0, 0, pointLights.Count * sizeof(PointLightData), 1, 1)); } #if SILICONSTUDIO_PLATFORM_MACOS // macOS doesn't like when we provide a null Buffer or if it is not sufficiently allocated. // It would cause an inifite loop. So for now we just create one with one element but not initializing it. else if (pointGroupRenderer.pointLightsBuffer == null || pointGroupRenderer.pointLightsBuffer.SizeInBytes < sizeof(PointLightData)) { pointGroupRenderer.pointLightsBuffer?.Dispose(); pointGroupRenderer.pointLightsBuffer = Buffer.New(context.GraphicsDevice, MathUtil.NextPowerOfTwo(sizeof(PointLightData)), 0, BufferFlags.ShaderResource, PixelFormat.R32G32B32A32_Float); } #endif // SpotLights: Ensure size and update if (spotLights.Count > 0) { if (pointGroupRenderer.spotLightsBuffer == null || pointGroupRenderer.spotLightsBuffer.SizeInBytes < spotLights.Count * sizeof(SpotLightData)) { pointGroupRenderer.spotLightsBuffer?.Dispose(); pointGroupRenderer.spotLightsBuffer = Buffer.New(context.GraphicsDevice, MathUtil.NextPowerOfTwo(spotLights.Count * sizeof(SpotLightData)), 0, BufferFlags.ShaderResource, PixelFormat.R32G32B32A32_Float); } fixed(SpotLightData *spotLightsPtr = spotLights.Items) context.CommandList.UpdateSubresource(pointGroupRenderer.spotLightsBuffer, 0, new DataBox((IntPtr)spotLightsPtr, 0, 0), new ResourceRegion(0, 0, 0, spotLights.Count * sizeof(SpotLightData), 1, 1)); } #if SILICONSTUDIO_PLATFORM_MACOS // See previous macOS comment. else if (pointGroupRenderer.spotLightsBuffer == null || pointGroupRenderer.spotLightsBuffer.SizeInBytes < sizeof(SpotLightData)) { pointGroupRenderer.spotLightsBuffer?.Dispose(); pointGroupRenderer.spotLightsBuffer = Buffer.New(context.GraphicsDevice, MathUtil.NextPowerOfTwo(sizeof(SpotLightData)), 0, BufferFlags.ShaderResource, PixelFormat.R32G32B32A32_Float); } #endif // LightIndices: Ensure size and update if (lightIndices.Count > 0) { if (pointGroupRenderer.lightIndicesBuffer == null || pointGroupRenderer.lightIndicesBuffer.SizeInBytes < lightIndices.Count * sizeof(int)) { pointGroupRenderer.lightIndicesBuffer?.Dispose(); pointGroupRenderer.lightIndicesBuffer = Buffer.New(context.GraphicsDevice, MathUtil.NextPowerOfTwo(lightIndices.Count * sizeof(int)), 0, BufferFlags.ShaderResource, PixelFormat.R32_UInt); } fixed(int *lightIndicesPtr = lightIndices.Items) context.CommandList.UpdateSubresource(pointGroupRenderer.lightIndicesBuffer, 0, new DataBox((IntPtr)lightIndicesPtr, 0, 0), new ResourceRegion(0, 0, 0, lightIndices.Count * sizeof(int), 1, 1)); } #if SILICONSTUDIO_PLATFORM_MACOS // See previous macOS comment. else if (pointGroupRenderer.lightIndicesBuffer == null || pointGroupRenderer.lightIndicesBuffer.SizeInBytes < sizeof(int)) { pointGroupRenderer.lightIndicesBuffer?.Dispose(); pointGroupRenderer.lightIndicesBuffer = Buffer.New(context.GraphicsDevice, MathUtil.NextPowerOfTwo(sizeof(int)), 0, BufferFlags.ShaderResource, PixelFormat.R32_UInt); } #endif } // Clear data pointLights.Clear(); spotLights.Clear(); lightIndices.Clear(); lightNodes.Clear(); clusterInfos.Clear(); // Set resources parameters.Set(LightClusteredPointGroupKeys.PointLights, pointGroupRenderer.pointLightsBuffer); parameters.Set(LightClusteredSpotGroupKeys.SpotLights, pointGroupRenderer.spotLightsBuffer); parameters.Set(LightClusteredKeys.LightIndices, pointGroupRenderer.lightIndicesBuffer); parameters.Set(LightClusteredKeys.LightClusters, pointGroupRenderer.lightClusters); parameters.Set(LightClusteredKeys.ClusterDepthScale, clusterDepthScale); parameters.Set(LightClusteredKeys.ClusterDepthBias, clusterDepthBias); }