// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. /*============================================================================= ShadowSetup.cpp: Dynamic shadow setup implementation. =============================================================================*/ #include "CoreMinimal.h" #include "Stats/Stats.h" #include "Misc/MemStack.h" #include "HAL/IConsoleManager.h" #include "EngineDefines.h" #include "RHI.h" #include "RenderingThread.h" #include "ConvexVolume.h" #include "SceneTypes.h" #include "SceneInterface.h" #include "RendererInterface.h" #include "PrimitiveViewRelevance.h" #include "SceneManagement.h" #include "ScenePrivateBase.h" #include "PostProcess/SceneRenderTargets.h" #include "GenericOctree.h" #include "LightSceneInfo.h" #include "ShadowRendering.h" #include "TextureLayout.h" #include "SceneRendering.h" #include "DynamicPrimitiveDrawing.h" #include "LightPropagationVolume.h" #include "ScenePrivate.h" #include "RendererModule.h" #include "LightPropagationVolumeBlendable.h" #include "CapsuleShadowRendering.h" static float GMinScreenRadiusForShadowCaster = 0.03f; static FAutoConsoleVariableRef CVarMinScreenRadiusForShadowCaster( TEXT("r.Shadow.RadiusThreshold"), GMinScreenRadiusForShadowCaster, TEXT("Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius\n") TEXT("(default 0.03)"), ECVF_Scalability | ECVF_RenderThreadSafe ); static float GMinScreenRadiusForShadowCasterRSM = 0.06f; static FAutoConsoleVariableRef CVarMinScreenRadiusForShadowCasterRSM( TEXT("r.Shadow.RadiusThresholdRSM"), GMinScreenRadiusForShadowCasterRSM, TEXT("Cull shadow casters in the RSM if they are too small, values is the minimal screen space bounding sphere radius\n") TEXT("(default 0.06)") ); int32 GCacheWholeSceneShadows = 1; FAutoConsoleVariableRef CVarCacheWholeSceneShadows( TEXT("r.Shadow.CacheWholeSceneShadows"), GCacheWholeSceneShadows, TEXT("When enabled, movable point and spot light whole scene shadow depths from static primitives will be cached as an optimization."), ECVF_Scalability | ECVF_RenderThreadSafe ); int32 GWholeSceneShadowCacheMb = 150; FAutoConsoleVariableRef CVarWholeSceneShadowCacheMb( TEXT("r.Shadow.WholeSceneShadowCacheMb"), GWholeSceneShadowCacheMb, TEXT("Amount of memory that can be spent caching whole scene shadows. ShadowMap allocations in a single frame can cause this to be exceeded."), ECVF_Scalability | ECVF_RenderThreadSafe ); int32 GCachedShadowsCastFromMovablePrimitives = 1; FAutoConsoleVariableRef CVarCachedWholeSceneShadowsCastFromMovablePrimitives( TEXT("r.Shadow.CachedShadowsCastFromMovablePrimitives"), GCachedShadowsCastFromMovablePrimitives, TEXT("Whether movable primitives should cast a shadow from cached whole scene shadows (movable point and spot lights).\n") TEXT("Disabling this can be used to remove the copy of the cached shadowmap."), ECVF_Scalability | ECVF_RenderThreadSafe ); /** Can be used to visualize preshadow frustums when the shadowfrustums show flag is enabled. */ static TAutoConsoleVariable CVarDrawPreshadowFrustum( TEXT("r.Shadow.DrawPreshadowFrustums"), 0, TEXT("visualize preshadow frustums when the shadowfrustums show flag is enabled"), ECVF_RenderThreadSafe ); /** Whether to allow preshadows (static world casting on character), can be disabled for debugging. */ static TAutoConsoleVariable CVarAllowPreshadows( TEXT("r.Shadow.Preshadows"), 1, TEXT("Whether to allow preshadows (static world casting on character)"), ECVF_RenderThreadSafe ); /** Whether to allow per object shadows (character casting on world), can be disabled for debugging. */ static TAutoConsoleVariable CVarAllowPerObjectShadows( TEXT("r.Shadow.PerObject"), 1, TEXT("Whether to render per object shadows (character casting on world)\n") TEXT("0: off\n") TEXT("1: on (default)"), ECVF_RenderThreadSafe ); static TAutoConsoleVariable CVarShadowFadeExponent( TEXT("r.Shadow.FadeExponent"), 0.25f, TEXT("Controls the rate at which shadows are faded out"), ECVF_RenderThreadSafe); /** * Whether preshadows can be cached as an optimization. * Disabling the caching through this setting is useful when debugging. */ static TAutoConsoleVariable CVarCachePreshadows( TEXT("r.Shadow.CachePreshadow"), 1, TEXT("Whether preshadows can be cached as an optimization"), ECVF_RenderThreadSafe ); bool ShouldUseCachePreshadows() { return CVarCachePreshadows.GetValueOnRenderThread() != 0; } int32 GPreshadowsForceLowestLOD = 0; FAutoConsoleVariableRef CVarPreshadowsForceLowestLOD( TEXT("r.Shadow.PreshadowsForceLowestDetailLevel"), GPreshadowsForceLowestLOD, TEXT("When enabled, static meshes render their lowest detail level into preshadow depth maps. Disabled by default as it causes artifacts with poor quality LODs (tree billboard)."), ECVF_Scalability | ECVF_RenderThreadSafe ); /** * This value specifies how much bounds will be expanded when rendering a cached preshadow (0.15 = 15% larger). * Larger values result in more cache hits, but lower resolution and pull more objects into the depth pass. */ static TAutoConsoleVariable CVarPreshadowExpandFraction( TEXT("r.Shadow.PreshadowExpand"), 0.15f, TEXT("How much bounds will be expanded when rendering a cached preshadow (0.15 = 15% larger)"), ECVF_RenderThreadSafe ); static TAutoConsoleVariable CVarPreShadowResolutionFactor( TEXT("r.Shadow.PreShadowResolutionFactor"), 0.5f, TEXT("Mulitplier for preshadow resolution"), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarShadowTexelsPerPixel( TEXT("r.Shadow.TexelsPerPixel"), 1.27324f, TEXT("The ratio of subject pixels to shadow texels for per-object shadows"), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarShadowTexelsPerPixelSpotlight( TEXT("r.Shadow.TexelsPerPixelSpotlight"), 1.27324f, TEXT("The ratio of subject pixels to shadow texels for spotlights"), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarPreShadowFadeResolution( TEXT("r.Shadow.PreShadowFadeResolution"), 16, TEXT("Resolution in texels below which preshadows are faded out"), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarShadowFadeResolution( TEXT("r.Shadow.FadeResolution"), 64, TEXT("Resolution in texels below which shadows are faded out"), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarMinShadowResolution( TEXT("r.Shadow.MinResolution"), 32, TEXT("Minimum dimensions (in texels) allowed for rendering shadow subject depths"), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarMinPreShadowResolution( TEXT("r.Shadow.MinPreShadowResolution"), 8, TEXT("Minimum dimensions (in texels) allowed for rendering preshadow depths"), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarUseConservativeShadowBounds( TEXT("r.Shadow.ConservativeBounds"), 0, TEXT("Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space"), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarEnableCsmShaderCulling( TEXT("r.Mobile.Shadow.CSMShaderCulling"), 1, TEXT(""), ECVF_RenderThreadSafe); #if !UE_BUILD_SHIPPING // read and written on the render thread bool GDumpShadowSetup = false; void DumpShadowDumpSetup() { ENQUEUE_UNIQUE_RENDER_COMMAND( DumpShadowDumpSetup, { GDumpShadowSetup = true; }); } FAutoConsoleCommand CmdDumpShadowDumpSetup( TEXT("r.DumpShadows"), TEXT("Dump shadow setup (for developer only, only for non shiping build)"), FConsoleCommandDelegate::CreateStatic(DumpShadowDumpSetup) ); #endif // !UE_BUILD_SHIPPING /** * Helper function to determine fade alpha value for shadows based on resolution. In the below ASCII art (1) is * the MinShadowResolution and (2) is the ShadowFadeResolution. Alpha will be 0 below the min resolution and 1 * above the fade resolution. In between it is going to be an exponential curve with the values between (1) and (2) * being normalized in the 0..1 range. * * * | /------- * | / * |/ * 1-----2------- * * @param MaxUnclampedResolution Requested resolution, unclamped so it can be below min * @param ShadowFadeResolution Resolution at which fade begins * @param MinShadowResolution Minimum resolution of shadow * * @return fade value between 0 and 1 */ float CalculateShadowFadeAlpha(const float MaxUnclampedResolution, const uint32 ShadowFadeResolution, const uint32 MinShadowResolution) { // NB: MaxUnclampedResolution < 0 will return FadeAlpha = 0.0f. float FadeAlpha = 0.0f; // Shadow size is above fading resolution. if (MaxUnclampedResolution > ShadowFadeResolution) { FadeAlpha = 1.0f; } // Shadow size is below fading resolution but above min resolution. else if (MaxUnclampedResolution > MinShadowResolution) { const float Exponent = CVarShadowFadeExponent.GetValueOnRenderThread(); // Use the limit case ShadowFadeResolution = MinShadowResolution // to gracefully handle this case. if (MinShadowResolution >= ShadowFadeResolution) { const float SizeRatio = (float)(MaxUnclampedResolution - MinShadowResolution); FadeAlpha = 1.0f - FMath::Pow(SizeRatio, Exponent); } else { const float InverseRange = 1.0f / (ShadowFadeResolution - MinShadowResolution); const float FirstFadeValue = FMath::Pow(InverseRange, Exponent); const float SizeRatio = (float)(MaxUnclampedResolution - MinShadowResolution) * InverseRange; // Rescale the fade alpha to reduce the change between no fading and the first value, which reduces popping with small ShadowFadeExponent's FadeAlpha = (FMath::Pow(SizeRatio, Exponent) - FirstFadeValue) / (1.0f - FirstFadeValue); } } return FadeAlpha; } typedef TArray > FBoundingBoxVertexArray; /** Stores the indices for an edge of a bounding volume. */ struct FBoxEdge { uint16 FirstEdgeIndex; uint16 SecondEdgeIndex; FBoxEdge(uint16 InFirst, uint16 InSecond) : FirstEdgeIndex(InFirst), SecondEdgeIndex(InSecond) {} }; typedef TArray > FBoundingBoxEdgeArray; /** * Creates an array of vertices and edges for a bounding box. * @param Box - The bounding box * @param OutVertices - Upon return, the array will contain the vertices of the bounding box. * @param OutEdges - Upon return, will contain indices of the edges of the bounding box. */ static void GetBoundingBoxVertices(const FBox& Box,FBoundingBoxVertexArray& OutVertices, FBoundingBoxEdgeArray& OutEdges) { OutVertices.Empty(8); OutVertices.AddUninitialized(8); for(int32 X = 0;X < 2;X++) { for(int32 Y = 0;Y < 2;Y++) { for(int32 Z = 0;Z < 2;Z++) { OutVertices[X * 4 + Y * 2 + Z] = FVector( X ? Box.Min.X : Box.Max.X, Y ? Box.Min.Y : Box.Max.Y, Z ? Box.Min.Z : Box.Max.Z ); } } } OutEdges.Empty(12); OutEdges.AddUninitialized(12); for(uint16 X = 0;X < 2;X++) { uint16 BaseIndex = X * 4; OutEdges[X * 4 + 0] = FBoxEdge(BaseIndex, BaseIndex + 1); OutEdges[X * 4 + 1] = FBoxEdge(BaseIndex + 1, BaseIndex + 3); OutEdges[X * 4 + 2] = FBoxEdge(BaseIndex + 3, BaseIndex + 2); OutEdges[X * 4 + 3] = FBoxEdge(BaseIndex + 2, BaseIndex); } for(uint16 XEdge = 0;XEdge < 4;XEdge++) { OutEdges[8 + XEdge] = FBoxEdge(XEdge, XEdge + 4); } } /** * Computes the transform contains a set of bounding box vertices and minimizes the pre-transform volume inside the post-transform clip space. * @param ZAxis - The Z axis of the transform. * @param Points - The points that represent the bounding volume. * @param Edges - The edges of the bounding volume. * @param OutAspectRatio - Upon successful return, contains the aspect ratio of the AABB; the ratio of width:height. * @param OutTransform - Upon successful return, contains the transform. * @return true if it successfully found a non-zero area projection of the bounding points. */ static bool GetBestShadowTransform(const FVector& ZAxis,const FBoundingBoxVertexArray& Points, const FBoundingBoxEdgeArray& Edges, float& OutAspectRatio, FMatrix& OutTransform) { // Find the axis parallel to the edge between any two boundary points with the smallest projection of the bounds onto the axis. FVector XAxis(0,0,0); FVector YAxis(0,0,0); FVector Translation(0,0,0); float BestProjectedExtent = FLT_MAX; bool bValidProjection = false; // Cache unaliased pointers to point and edge data const FVector* RESTRICT PointsPtr = Points.GetData(); const FBoxEdge* RESTRICT EdgesPtr = Edges.GetData(); const int32 NumPoints = Points.Num(); const int32 NumEdges = Edges.Num(); // We're always dealing with box geometry here, so we can hint the compiler ASSUME( NumPoints == 8 ); ASSUME( NumEdges == 12 ); for(int32 EdgeIndex = 0;EdgeIndex < NumEdges; ++EdgeIndex) { const FVector Point = PointsPtr[EdgesPtr[EdgeIndex].FirstEdgeIndex]; const FVector OtherPoint = PointsPtr[EdgesPtr[EdgeIndex].SecondEdgeIndex]; const FVector PointDelta = OtherPoint - Point; const FVector TrialXAxis = (PointDelta - ZAxis * (PointDelta | ZAxis)).GetSafeNormal(); const FVector TrialYAxis = (ZAxis ^ TrialXAxis).GetSafeNormal(); // Calculate the size of the projection of the bounds onto this axis and an axis orthogonal to it and the Z axis. float MinProjectedX = FLT_MAX; float MaxProjectedX = -FLT_MAX; float MinProjectedY = FLT_MAX; float MaxProjectedY = -FLT_MAX; for(int32 ProjectedPointIndex = 0;ProjectedPointIndex < NumPoints; ++ProjectedPointIndex) { const float ProjectedX = PointsPtr[ProjectedPointIndex] | TrialXAxis; MinProjectedX = FMath::Min(MinProjectedX,ProjectedX); MaxProjectedX = FMath::Max(MaxProjectedX,ProjectedX); const float ProjectedY = PointsPtr[ProjectedPointIndex] | TrialYAxis; MinProjectedY = FMath::Min(MinProjectedY,ProjectedY); MaxProjectedY = FMath::Max(MaxProjectedY,ProjectedY); } float ProjectedExtentX; float ProjectedExtentY; if (CVarUseConservativeShadowBounds.GetValueOnRenderThread() != 0) { ProjectedExtentX = 2 * FMath::Max(FMath::Abs(MaxProjectedX), FMath::Abs(MinProjectedX)); ProjectedExtentY = 2 * FMath::Max(FMath::Abs(MaxProjectedY), FMath::Abs(MinProjectedY)); } else { ProjectedExtentX = MaxProjectedX - MinProjectedX; ProjectedExtentY = MaxProjectedY - MinProjectedY; } const float ProjectedExtent = ProjectedExtentX * ProjectedExtentY; if(ProjectedExtent < BestProjectedExtent - .05f // Only allow projections with non-zero area && ProjectedExtent > DELTA) { bValidProjection = true; BestProjectedExtent = ProjectedExtent; XAxis = TrialXAxis * 2.0f / ProjectedExtentX; YAxis = TrialYAxis * 2.0f / ProjectedExtentY; // Translating in post-transform clip space can cause the corners of the world space bounds to be outside of the transform generated by this function // This usually manifests in cinematics where the character's head is near the top of the bounds if (CVarUseConservativeShadowBounds.GetValueOnRenderThread() == 0) { Translation.X = (MinProjectedX + MaxProjectedX) * 0.5f; Translation.Y = (MinProjectedY + MaxProjectedY) * 0.5f; } if(ProjectedExtentY > ProjectedExtentX) { // Always make the X axis the largest one. Exchange(XAxis,YAxis); Exchange(Translation.X,Translation.Y); XAxis *= -1.0f; Translation.X *= -1.0f; OutAspectRatio = ProjectedExtentY / ProjectedExtentX; } else { OutAspectRatio = ProjectedExtentX / ProjectedExtentY; } } } // Only create the shadow if the projected extent of the given points has a non-zero area. if(bValidProjection && BestProjectedExtent > DELTA) { OutTransform = FBasisVectorMatrix(XAxis,YAxis,ZAxis,FVector(0,0,0)) * FTranslationMatrix(Translation); return true; } else { return false; } } FProjectedShadowInfo::FProjectedShadowInfo() : ShadowDepthView(NULL) , CacheMode(SDCM_Uncached) , DependentView(0) , ShadowId(INDEX_NONE) , PreShadowTranslation(0, 0, 0) , ShadowBounds(0) , X(0) , Y(0) , ResolutionX(0) , ResolutionY(0) , BorderSize(0) , MaxScreenPercent(1.0f) , bAllocated(false) , bRendered(false) , bAllocatedInPreshadowCache(false) , bDepthsCached(false) , bDirectionalLight(false) , bOnePassPointLightShadow(false) , bWholeSceneShadow(false) , bReflectiveShadowmap(false) , bTranslucentShadow(false) , bRayTracedDistanceField(false) , bCapsuleShadow(false) , bPreShadow(false) , bSelfShadowOnly(false) , bPerObjectOpaqueShadow(false) , LightSceneInfo(0) , ParentSceneInfo(0) , ShaderDepthBias(0.0f) { } /** Shadow border needs to be wide enough to prevent the shadow filtering from picking up content in other shadowmaps in the atlas. */ const static uint32 SHADOW_BORDER = 4; bool FProjectedShadowInfo::SetupPerObjectProjection( FLightSceneInfo* InLightSceneInfo, const FPrimitiveSceneInfo* InParentSceneInfo, const FPerObjectProjectedShadowInitializer& Initializer, bool bInPreShadow, uint32 InResolutionX, uint32 MaxShadowResolutionY, uint32 InBorderSize, float InMaxScreenPercent, bool bInTranslucentShadow) { check(InParentSceneInfo); LightSceneInfo = InLightSceneInfo; LightSceneInfoCompact = InLightSceneInfo; ParentSceneInfo = InParentSceneInfo; PreShadowTranslation = Initializer.PreShadowTranslation; ShadowBounds = FSphere(Initializer.SubjectBounds.Origin - Initializer.PreShadowTranslation, Initializer.SubjectBounds.SphereRadius); ResolutionX = InResolutionX; BorderSize = InBorderSize; MaxScreenPercent = InMaxScreenPercent; bDirectionalLight = InLightSceneInfo->Proxy->GetLightType() == LightType_Directional; const ERHIFeatureLevel::Type FeatureLevel = LightSceneInfo->Scene->GetFeatureLevel(); bCapsuleShadow = InParentSceneInfo->Proxy->CastsCapsuleDirectShadow() && !bInPreShadow && SupportsCapsuleShadows(FeatureLevel, GShaderPlatformForFeatureLevel[FeatureLevel]); bTranslucentShadow = bInTranslucentShadow; bPreShadow = bInPreShadow; bSelfShadowOnly = InParentSceneInfo->Proxy->CastsSelfShadowOnly(); check(!bRayTracedDistanceField); const FMatrix WorldToLightScaled = Initializer.WorldToLight * FScaleMatrix(Initializer.Scales); // Create an array of the extreme vertices of the subject's bounds. FBoundingBoxVertexArray BoundsPoints; FBoundingBoxEdgeArray BoundsEdges; GetBoundingBoxVertices(Initializer.SubjectBounds.GetBox(),BoundsPoints,BoundsEdges); // Project the bounding box vertices. FBoundingBoxVertexArray ProjectedBoundsPoints; for (int32 PointIndex = 0; PointIndex < BoundsPoints.Num(); PointIndex++) { const FVector TransformedBoundsPoint = WorldToLightScaled.TransformPosition(BoundsPoints[PointIndex]); const float TransformedBoundsPointW = Dot4(FVector4(0, 0, TransformedBoundsPoint | Initializer.FaceDirection,1), Initializer.WAxis); if (TransformedBoundsPointW >= DELTA) { ProjectedBoundsPoints.Add(TransformedBoundsPoint / TransformedBoundsPointW); } else { //ProjectedBoundsPoints.Add(FVector(FLT_MAX, FLT_MAX, FLT_MAX)); return false; } } // Compute the transform from light-space to shadow-space. FMatrix LightToShadow; float AspectRatio; // if this is a valid transform (can be false if the object is around the light) bool bRet = false; if (GetBestShadowTransform(Initializer.FaceDirection.GetSafeNormal(), ProjectedBoundsPoints, BoundsEdges, AspectRatio, LightToShadow)) { bRet = true; const FMatrix WorldToShadow = WorldToLightScaled * LightToShadow; const FBox ShadowSubjectBounds = Initializer.SubjectBounds.GetBox().TransformBy(WorldToShadow); MinSubjectZ = FMath::Max(Initializer.MinLightW, ShadowSubjectBounds.Min.Z); float MaxReceiverZ = FMath::Min(MinSubjectZ + Initializer.MaxDistanceToCastInLightW, (float)HALF_WORLD_MAX); // Max can end up smaller than min due to the clamp to HALF_WORLD_MAX above MaxReceiverZ = FMath::Max(MaxReceiverZ, MinSubjectZ + 1); MaxSubjectZ = FMath::Max(ShadowSubjectBounds.Max.Z, MinSubjectZ + 1); const FMatrix SubjectMatrix = WorldToShadow * FShadowProjectionMatrix(MinSubjectZ, MaxSubjectZ, Initializer.WAxis); const float MaxSubjectAndReceiverDepth = Initializer.SubjectBounds.GetBox().TransformBy(SubjectMatrix).Max.Z; float MaxSubjectDepth; if (bPreShadow) { const FMatrix PreSubjectMatrix = WorldToShadow * FShadowProjectionMatrix(Initializer.MinLightW, MaxSubjectZ, Initializer.WAxis); // Preshadow frustum bounds go from the light to the furthest extent of the object in light space SubjectAndReceiverMatrix = PreSubjectMatrix; ReceiverMatrix = SubjectMatrix; MaxSubjectDepth = bDirectionalLight ? MaxSubjectAndReceiverDepth : Initializer.SubjectBounds.GetBox().TransformBy(PreSubjectMatrix).Max.Z; } else { const FMatrix PostSubjectMatrix = WorldToShadow * FShadowProjectionMatrix(MinSubjectZ, MaxReceiverZ, Initializer.WAxis); SubjectAndReceiverMatrix = SubjectMatrix; ReceiverMatrix = PostSubjectMatrix; MaxSubjectDepth = MaxSubjectAndReceiverDepth; } InvMaxSubjectDepth = 1.0f / MaxSubjectDepth; MinPreSubjectZ = Initializer.MinLightW; ResolutionY = FMath::Clamp(FMath::TruncToInt(InResolutionX / AspectRatio), 1, MaxShadowResolutionY); if (ResolutionX == 0 || ResolutionY == 0) { bRet = false; } else { // Store the view matrix // Reorder the vectors to match the main view, since ShadowViewMatrix will be used to override the main view's view matrix during shadow depth rendering ShadowViewMatrix = Initializer.WorldToLight * FMatrix( FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, 0, 1)); GetViewFrustumBounds(CasterFrustum, SubjectAndReceiverMatrix, true); InvReceiverMatrix = ReceiverMatrix.InverseFast(); GetViewFrustumBounds(ReceiverFrustum, ReceiverMatrix, true); UpdateShaderDepthBias(); } } return bRet; } void FProjectedShadowInfo::SetupWholeSceneProjection( FLightSceneInfo* InLightSceneInfo, FViewInfo* InDependentView, const FWholeSceneProjectedShadowInitializer& Initializer, uint32 InResolutionX, uint32 InResolutionY, uint32 InBorderSize, bool bInReflectiveShadowMap) { LightSceneInfo = InLightSceneInfo; LightSceneInfoCompact = InLightSceneInfo; DependentView = InDependentView; PreShadowTranslation = Initializer.PreShadowTranslation; CascadeSettings = Initializer.CascadeSettings; ResolutionX = InResolutionX; ResolutionY = InResolutionY; bDirectionalLight = InLightSceneInfo->Proxy->GetLightType() == LightType_Directional; bOnePassPointLightShadow = Initializer.bOnePassPointLightShadow; bRayTracedDistanceField = Initializer.bRayTracedDistanceField; bWholeSceneShadow = true; bReflectiveShadowmap = bInReflectiveShadowMap; BorderSize = InBorderSize; FVector XAxis, YAxis; Initializer.FaceDirection.FindBestAxisVectors(XAxis,YAxis); const FMatrix WorldToLightScaled = Initializer.WorldToLight * FScaleMatrix(Initializer.Scales); const FMatrix WorldToFace = WorldToLightScaled * FBasisVectorMatrix(-XAxis,YAxis,Initializer.FaceDirection.GetSafeNormal(),FVector::ZeroVector); MaxSubjectZ = WorldToFace.TransformPosition(Initializer.SubjectBounds.Origin).Z + Initializer.SubjectBounds.SphereRadius; MinSubjectZ = FMath::Max(MaxSubjectZ - Initializer.SubjectBounds.SphereRadius * 2,Initializer.MinLightW); if(bInReflectiveShadowMap) { check(!bOnePassPointLightShadow); check(!CascadeSettings.ShadowSplitIndex); // Quantise the RSM in shadow texel space static bool bQuantize = true; if ( bQuantize ) { // Transform the shadow's position into shadowmap space const FVector TransformedPosition = WorldToFace.TransformPosition(-PreShadowTranslation); // Largest amount that the shadowmap will be downsampled to during sampling // We need to take this into account when snapping to get a stable result // This corresponds to the maximum kernel filter size used by subsurface shadows in ShadowProjectionPixelShader.usf static int32 MaxDownsampleFactor = 4; // Determine the distance necessary to snap the shadow's position to the nearest texel const float SnapX = FMath::Fmod(TransformedPosition.X, 2.0f * MaxDownsampleFactor / InResolutionX); const float SnapY = FMath::Fmod(TransformedPosition.Y, 2.0f * MaxDownsampleFactor / InResolutionY); // Snap the shadow's position and transform it back into world space // This snapping prevents sub-texel camera movements which removes view dependent aliasing from the final shadow result // This only maintains stable shadows under camera translation and rotation const FVector SnappedWorldPosition = WorldToFace.InverseFast().TransformPosition(TransformedPosition - FVector(SnapX, SnapY, 0.0f)); PreShadowTranslation = -SnappedWorldPosition; } ShadowBounds = FSphere(-PreShadowTranslation, Initializer.SubjectBounds.SphereRadius); GetViewFrustumBounds(CasterFrustum, SubjectAndReceiverMatrix, true); } else { if(bDirectionalLight) { // Limit how small the depth range can be for smaller cascades // This is needed for shadow modes like subsurface shadows which need depth information outside of the smaller cascade depth range //@todo - expose this value to the ini const float DepthRangeClamp = 5000; MaxSubjectZ = FMath::Max(MaxSubjectZ, DepthRangeClamp); MinSubjectZ = FMath::Min(MinSubjectZ, -DepthRangeClamp); // Transform the shadow's position into shadowmap space const FVector TransformedPosition = WorldToFace.TransformPosition(-PreShadowTranslation); // Largest amount that the shadowmap will be downsampled to during sampling // We need to take this into account when snapping to get a stable result // This corresponds to the maximum kernel filter size used by subsurface shadows in ShadowProjectionPixelShader.usf const int32 MaxDownsampleFactor = 4; // Determine the distance necessary to snap the shadow's position to the nearest texel const float SnapX = FMath::Fmod(TransformedPosition.X, 2.0f * MaxDownsampleFactor / InResolutionX); const float SnapY = FMath::Fmod(TransformedPosition.Y, 2.0f * MaxDownsampleFactor / InResolutionY); // Snap the shadow's position and transform it back into world space // This snapping prevents sub-texel camera movements which removes view dependent aliasing from the final shadow result // This only maintains stable shadows under camera translation and rotation const FVector SnappedWorldPosition = WorldToFace.InverseFast().TransformPosition(TransformedPosition - FVector(SnapX, SnapY, 0.0f)); PreShadowTranslation = -SnappedWorldPosition; } if (CascadeSettings.ShadowSplitIndex >= 0 && bDirectionalLight) { checkSlow(InDependentView); ShadowBounds = InLightSceneInfo->Proxy->GetShadowSplitBounds( *InDependentView, bRayTracedDistanceField ? INDEX_NONE : CascadeSettings.ShadowSplitIndex, InLightSceneInfo->IsPrecomputedLightingValid(), 0); } else { ShadowBounds = FSphere(-Initializer.PreShadowTranslation, Initializer.SubjectBounds.SphereRadius); } // Any meshes between the light and the subject can cast shadows, also any meshes inside the subject region const FMatrix CasterMatrix = WorldToFace * FShadowProjectionMatrix(Initializer.MinLightW, MaxSubjectZ, Initializer.WAxis); GetViewFrustumBounds(CasterFrustum, CasterMatrix, true); } checkf(MaxSubjectZ > MinSubjectZ, TEXT("MaxSubjectZ %f MinSubjectZ %f SubjectBounds.SphereRadius %f"), MaxSubjectZ, MinSubjectZ, Initializer.SubjectBounds.SphereRadius); const float ClampedMaxLightW = FMath::Min(MinSubjectZ + Initializer.MaxDistanceToCastInLightW, (float)HALF_WORLD_MAX); MinPreSubjectZ = Initializer.MinLightW; SubjectAndReceiverMatrix = WorldToFace * FShadowProjectionMatrix(MinSubjectZ, MaxSubjectZ, Initializer.WAxis); ReceiverMatrix = WorldToFace * FShadowProjectionMatrix(MinSubjectZ, ClampedMaxLightW, Initializer.WAxis); float MaxSubjectDepth = SubjectAndReceiverMatrix.TransformPosition( Initializer.SubjectBounds.Origin + WorldToLightScaled.InverseFast().TransformVector(Initializer.FaceDirection) * Initializer.SubjectBounds.SphereRadius ).Z; if (bOnePassPointLightShadow) { MaxSubjectDepth = Initializer.SubjectBounds.SphereRadius; } InvMaxSubjectDepth = 1.0f / MaxSubjectDepth; // Store the view matrix // Reorder the vectors to match the main view, since ShadowViewMatrix will be used to override the main view's view matrix during shadow depth rendering ShadowViewMatrix = Initializer.WorldToLight * FMatrix( FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, 0, 1)); InvReceiverMatrix = ReceiverMatrix.InverseFast(); GetViewFrustumBounds(ReceiverFrustum, ReceiverMatrix, true); UpdateShaderDepthBias(); } void FProjectedShadowInfo::AddSubjectPrimitive(FPrimitiveSceneInfo* PrimitiveSceneInfo, TArray* ViewArray, bool bRecordShadowSubjectsForMobileShading) { QUICK_SCOPE_CYCLE_COUNTER(STAT_AddSubjectPrimitive); // Ray traced shadows use the GPU managed distance field object buffers, no CPU culling should be used check(!bRayTracedDistanceField); if (!ReceiverPrimitives.Contains(PrimitiveSceneInfo) // Far cascade only casts from primitives marked for it && (!CascadeSettings.bFarShadowCascade || PrimitiveSceneInfo->Proxy->CastsFarShadow())) { const FPrimitiveSceneProxy* Proxy = PrimitiveSceneInfo->Proxy; TArray > Views; const bool bWholeSceneDirectionalShadow = IsWholeSceneDirectionalShadow(); if (bWholeSceneDirectionalShadow) { Views.Add(DependentView); } else { check(ViewArray); for (int32 ViewIndex = 0; ViewIndex < ViewArray->Num(); ViewIndex++) { Views.Add(&(*ViewArray)[ViewIndex]); } } bool bOpaqueRelevance = false; bool bTranslucentRelevance = false; bool bShadowRelevance = false; uint32 ViewMask = 0; int32 PrimitiveId = PrimitiveSceneInfo->GetIndex(); const auto FeatureLevel = PrimitiveSceneInfo->Scene->GetFeatureLevel(); for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ViewIndex++) { FViewInfo& CurrentView = *Views[ViewIndex]; FPrimitiveViewRelevance& ViewRelevance = CurrentView.PrimitiveViewRelevanceMap[PrimitiveId]; if (!ViewRelevance.bInitializedThisFrame) { if( CurrentView.IsPerspectiveProjection() ) { // Compute the distance between the view and the primitive. float DistanceSquared = (Proxy->GetBounds().Origin - CurrentView.ShadowViewMatrices.GetViewOrigin()).SizeSquared(); bool bIsDistanceCulled = CurrentView.IsDistanceCulled( DistanceSquared, Proxy->GetMinDrawDistance(), Proxy->GetMaxDrawDistance(), PrimitiveSceneInfo ); if( bIsDistanceCulled ) { continue; } } // Compute the subject primitive's view relevance since it wasn't cached // Update the main view's PrimitiveViewRelevanceMap ViewRelevance = PrimitiveSceneInfo->Proxy->GetViewRelevance(&CurrentView); ViewMask |= (1 << ViewIndex); } bOpaqueRelevance |= ViewRelevance.bOpaqueRelevance; bTranslucentRelevance |= ViewRelevance.HasTranslucency(); bShadowRelevance |= ViewRelevance.bShadowRelevance; } if (bShadowRelevance) { // Update the primitive component's last render time. Allows the component to update when using bCastWhenHidden. const float CurrentWorldTime = Views[0]->Family->CurrentWorldTime; *(PrimitiveSceneInfo->ComponentLastRenderTime) = CurrentWorldTime; if (PrimitiveSceneInfo->NeedsLazyUpdateForRendering()) { if (GDrawListsLocked && PrimitiveSceneInfo->NeedsUpdateStaticMeshes()) { QUICK_SCOPE_CYCLE_COUNTER(STAT_FProjectedShadowInfo_AddSubjectPrimitive_FlushPrepass); FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::WaitForOutstandingTasksOnly); FParallelCommandListSet::WaitForTasks(); TGuardValue LockDrawLists(GDrawListsLocked, false); PrimitiveSceneInfo->ConditionalLazyUpdateForRendering(FRHICommandListExecutor::GetImmediateCommandList()); } else { PrimitiveSceneInfo->ConditionalLazyUpdateForRendering(FRHICommandListExecutor::GetImmediateCommandList()); } } } if (bOpaqueRelevance && bShadowRelevance) { const FBoxSphereBounds& Bounds = Proxy->GetBounds(); bool bDrawingStaticMeshes = false; if (PrimitiveSceneInfo->StaticMeshes.Num() > 0) { for (int32 ViewIndex = 0, ViewCount = Views.Num(); ViewIndex < ViewCount; ViewIndex++) { FViewInfo& CurrentView = *Views[ViewIndex]; const float DistanceSquared = ( Bounds.Origin - CurrentView.ShadowViewMatrices.GetViewOrigin() ).SizeSquared(); if (bWholeSceneShadow) { const bool bDrawShadowDepth = FMath::Square( Bounds.SphereRadius ) > FMath::Square( GMinScreenRadiusForShadowCaster ) * DistanceSquared * CurrentView.LODDistanceFactorSquared; if( !bDrawShadowDepth ) { // cull object if it's too small to be considered as shadow caster continue; } } // Update visibility for meshes which weren't visible in the main views or were visible with static relevance if (!CurrentView.PrimitiveVisibilityMap[PrimitiveId] || CurrentView.PrimitiveViewRelevanceMap[PrimitiveId].bStaticRelevance) { bool bUseExistingVisibility = false; // Preshadows use the lowest LOD because there is no self shadowing const bool bForceLowestDetailLevel = bReflectiveShadowmap || (bPreShadow && GPreshadowsForceLowestLOD); // Don't use existing visibility if we need to use a different LOD in the shadow depth pass if (!bForceLowestDetailLevel) { for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++) { const FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex]; bool bMeshIsVisible = CurrentView.StaticMeshShadowDepthMap[StaticMesh.Id] && StaticMesh.CastShadow; bUseExistingVisibility = bUseExistingVisibility || bMeshIsVisible; if (bMeshIsVisible && bWholeSceneDirectionalShadow) { StaticMeshWholeSceneShadowDepthMap[StaticMesh.Id] = true; StaticMeshWholeSceneShadowBatchVisibility[StaticMesh.Id] = StaticMesh.bRequiresPerElementVisibility ? StaticMesh.VertexFactory->GetStaticBatchElementShadowVisibility(CurrentView, LightSceneInfo->Proxy, &StaticMesh) : ((1ull << StaticMesh.Elements.Num()) - 1); } } } if (bUseExistingVisibility) { bDrawingStaticMeshes = true; } // Don't overwrite visibility set by the main views // This is necessary to avoid popping when transitioning between LODs, because on the frame of the transition, // The old LOD will continue to be drawn even though a different LOD would be chosen by distance. else { FLODMask LODToRender; int32 ForcedLODLevel = (CurrentView.Family->EngineShowFlags.LOD) ? GetCVarForceLOD() : 0; // Add the primitive's static mesh elements to the draw lists. if (bForceLowestDetailLevel) { int8 LODToRenderScan = -CHAR_MAX; // Force the lowest detail LOD Level in reflective shadow maps. for (int32 Index = 0; Index < PrimitiveSceneInfo->StaticMeshes.Num(); Index++) { LODToRenderScan = FMath::Max(PrimitiveSceneInfo->StaticMeshes[Index].LODIndex, LODToRenderScan); } if (LODToRenderScan != -CHAR_MAX) { LODToRender.SetLOD(LODToRenderScan); } } else { FPrimitiveBounds PrimitiveBounds; PrimitiveBounds.Origin = Bounds.Origin; PrimitiveBounds.SphereRadius = Bounds.SphereRadius; LODToRender = ComputeLODForMeshes(PrimitiveSceneInfo->StaticMeshes, CurrentView, PrimitiveBounds.Origin, PrimitiveBounds.SphereRadius, ForcedLODLevel); } if (bWholeSceneDirectionalShadow) { for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++) { const FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex]; if (StaticMesh.CastShadow && LODToRender.ContainsLOD(StaticMesh.LODIndex)) { StaticMeshWholeSceneShadowDepthMap[StaticMesh.Id] = true; StaticMeshWholeSceneShadowBatchVisibility[StaticMesh.Id] = StaticMesh.bRequiresPerElementVisibility ? StaticMesh.VertexFactory->GetStaticBatchElementShadowVisibility(CurrentView, LightSceneInfo->Proxy, &StaticMesh) : ((1ull << StaticMesh.Elements.Num()) - 1); bDrawingStaticMeshes = true; } } } else { for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++) { const FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex]; if (StaticMesh.CastShadow && LODToRender.ContainsLOD(StaticMesh.LODIndex)) { CurrentView.StaticMeshShadowDepthMap[StaticMesh.Id] = true; CurrentView.StaticMeshBatchVisibility[StaticMesh.Id] = StaticMesh.bRequiresPerElementVisibility ? StaticMesh.VertexFactory->GetStaticBatchElementShadowVisibility(CurrentView, LightSceneInfo->Proxy, &StaticMesh) : ((1ull << StaticMesh.Elements.Num()) - 1); bDrawingStaticMeshes = true; } } } } } } } if (bDrawingStaticMeshes) { if (!bWholeSceneDirectionalShadow) { // Add the primitive's static mesh elements to the draw lists. for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++) { FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex]; if (StaticMesh.CastShadow) { const FMaterialRenderProxy* MaterialRenderProxy = StaticMesh.MaterialRenderProxy; const FMaterial* Material = MaterialRenderProxy->GetMaterial(FeatureLevel); const EBlendMode BlendMode = Material->GetBlendMode(); const EMaterialShadingModel ShadingModel = Material->GetShadingModel(); if(((!IsTranslucentBlendMode(BlendMode)) && ShadingModel != MSM_Unlit) || (bReflectiveShadowmap && Material->ShouldInjectEmissiveIntoLPV())) { const bool bTwoSided = Material->IsTwoSided() || PrimitiveSceneInfo->Proxy->CastsShadowAsTwoSided(); OverrideWithDefaultMaterialForShadowDepth(MaterialRenderProxy, Material, bReflectiveShadowmap, FeatureLevel); StaticSubjectMeshElements.Add(FShadowStaticMeshElement(MaterialRenderProxy, Material, &StaticMesh,bTwoSided)); } } } } else if (bRecordShadowSubjectsForMobileShading) { DependentView->VisibleLightInfos[GetLightSceneInfo().Id].MobileCSMSubjectPrimitives.AddSubjectPrimitive(PrimitiveSceneInfo, PrimitiveId); } } else { // Add the primitive to the subject primitive list. DynamicSubjectPrimitives.Add(PrimitiveSceneInfo); if (bRecordShadowSubjectsForMobileShading) { DependentView->VisibleLightInfos[GetLightSceneInfo().Id].MobileCSMSubjectPrimitives.AddSubjectPrimitive(PrimitiveSceneInfo, PrimitiveId); } } } // Add translucent shadow casting primitives to SubjectTranslucentPrimitives if (bTranslucentRelevance && bShadowRelevance) { if (bTranslucentShadow) { SubjectTranslucentPrimitives.Add(PrimitiveSceneInfo); } else if (bReflectiveShadowmap) { if (PrimitiveSceneInfo->StaticMeshes.Num() > 0) { for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { FViewInfo& CurrentView = *Views[ViewIndex]; // Add the primitive's static mesh elements to the draw lists. for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++) { FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex]; const FMaterialRenderProxy* MaterialRenderProxy = StaticMesh.MaterialRenderProxy; const FMaterial* Material = MaterialRenderProxy->GetMaterial(FeatureLevel); const bool bTwoSided = Material->IsTwoSided() || PrimitiveSceneInfo->Proxy->CastsShadowAsTwoSided(); if (Material->ShouldBlockGI()) { CurrentView.StaticMeshShadowDepthMap[StaticMesh.Id] = true; GIBlockingMeshElements.Add(FShadowStaticMeshElement(MaterialRenderProxy, Material, &StaticMesh,bTwoSided)); } else if (Material->ShouldInjectEmissiveIntoLPV()) { CurrentView.StaticMeshShadowDepthMap[StaticMesh.Id] = true; EmissiveOnlyMeshElements.Add(FShadowStaticMeshElement(MaterialRenderProxy, Material, &StaticMesh,bTwoSided)); } } } } else { EmissiveOnlyPrimitives.Add(PrimitiveSceneInfo); } } } } } bool FProjectedShadowInfo::HasSubjectPrims() const { return DynamicSubjectPrimitives.Num() > 0 || StaticSubjectMeshElements.Num() > 0 || EmissiveOnlyPrimitives.Num() > 0 || EmissiveOnlyMeshElements.Num() > 0 || GIBlockingMeshElements.Num() > 0 || GIBlockingPrimitives.Num() > 0; } void FProjectedShadowInfo::AddReceiverPrimitive(FPrimitiveSceneInfo* PrimitiveSceneInfo) { // Add the primitive to the receiver primitive list. ReceiverPrimitives.Add(PrimitiveSceneInfo); } static TAutoConsoleVariable CVarDisableCullShadows( TEXT("foliage.DisableCullShadows"), 0, TEXT("First three bits are disable DynamicSubjectPrimitives, ReceiverPrimitives, SubjectTranslucentPrimitives")); void FProjectedShadowInfo::GatherDynamicMeshElements(FSceneRenderer& Renderer, FVisibleLightInfo& VisibleLightInfo, TArray& ReusedViewsArray) { check(ShadowDepthView && IsInRenderingThread()); if (DynamicSubjectPrimitives.Num() > 0 || ReceiverPrimitives.Num() > 0 || SubjectTranslucentPrimitives.Num() > 0) { // Backup properties of the view that we will override FMatrix OriginalViewMatrix = ShadowDepthView->ViewMatrices.GetViewMatrix(); // Override the view matrix so that billboarding primitives will be aligned to the light ShadowDepthView->ViewMatrices.HackOverrideViewMatrixForShadows(ShadowViewMatrix); ReusedViewsArray[0] = ShadowDepthView; int32 Disable = 0; //CVarDisableCullShadows.GetValueOnRenderThread(); FConvexVolume NoCull; if (bPreShadow && GPreshadowsForceLowestLOD) { ShadowDepthView->DrawDynamicFlags = EDrawDynamicFlags::ForceLowestLOD; } if (IsWholeSceneDirectionalShadow()) { ShadowDepthView->SetPreShadowTranslation(FVector(0, 0, 0)); ShadowDepthView->SetDynamicMeshElementsShadowCullFrustum((Disable & 1) ? &NoCull : &CascadeSettings.ShadowBoundsAccurate); GatherDynamicMeshElementsArray(ShadowDepthView, Renderer, DynamicSubjectPrimitives, DynamicSubjectMeshElements, ReusedViewsArray); ShadowDepthView->SetPreShadowTranslation(PreShadowTranslation); } else { ShadowDepthView->SetPreShadowTranslation(PreShadowTranslation); ShadowDepthView->SetDynamicMeshElementsShadowCullFrustum((Disable & 1) ? &NoCull : &CasterFrustum); GatherDynamicMeshElementsArray(ShadowDepthView, Renderer, DynamicSubjectPrimitives, DynamicSubjectMeshElements, ReusedViewsArray); } ShadowDepthView->DrawDynamicFlags = EDrawDynamicFlags::None; ShadowDepthView->SetDynamicMeshElementsShadowCullFrustum((Disable & 2) ? &NoCull : &ReceiverFrustum); GatherDynamicMeshElementsArray(ShadowDepthView, Renderer, ReceiverPrimitives, DynamicReceiverMeshElements, ReusedViewsArray); ShadowDepthView->SetDynamicMeshElementsShadowCullFrustum((Disable & 4) ? &NoCull : &CasterFrustum); GatherDynamicMeshElementsArray(ShadowDepthView, Renderer, SubjectTranslucentPrimitives, DynamicSubjectTranslucentMeshElements, ReusedViewsArray); Renderer.MeshCollector.ProcessTasks(); } } void FProjectedShadowInfo::GatherDynamicMeshElementsArray( FViewInfo* FoundView, FSceneRenderer& Renderer, PrimitiveArrayType& PrimitiveArray, TArray& OutDynamicMeshElements, TArray& ReusedViewsArray) { // Simple elements not supported in shadow passes FSimpleElementCollector DynamicSubjectSimpleElements; Renderer.MeshCollector.ClearViewMeshArrays(); Renderer.MeshCollector.AddViewMeshArrays(FoundView, &OutDynamicMeshElements, &DynamicSubjectSimpleElements, Renderer.ViewFamily.GetFeatureLevel()); const uint32 PrimitiveCount = PrimitiveArray.Num(); for (uint32 PrimitiveIndex = 0; PrimitiveIndex < PrimitiveCount; ++PrimitiveIndex) { const FPrimitiveSceneInfo* PrimitiveSceneInfo = PrimitiveArray[PrimitiveIndex]; const FPrimitiveSceneProxy* PrimitiveSceneProxy = PrimitiveSceneInfo->Proxy; // Lookup the primitive's cached view relevance FPrimitiveViewRelevance ViewRelevance = FoundView->PrimitiveViewRelevanceMap[PrimitiveSceneInfo->GetIndex()]; if (!ViewRelevance.bInitializedThisFrame) { // Compute the subject primitive's view relevance since it wasn't cached ViewRelevance = PrimitiveSceneInfo->Proxy->GetViewRelevance(FoundView); } // Only draw if the subject primitive is shadow relevant. if (ViewRelevance.bShadowRelevance && ViewRelevance.bDynamicRelevance) { Renderer.MeshCollector.SetPrimitive(PrimitiveSceneInfo->Proxy, PrimitiveSceneInfo->DefaultDynamicHitProxyId); PrimitiveSceneInfo->Proxy->GetDynamicMeshElements(ReusedViewsArray, Renderer.ViewFamily, 0x1, Renderer.MeshCollector); } } } /** * @param View view to check visibility in * @return true if this shadow info has any subject prims visible in the view */ bool FProjectedShadowInfo::SubjectsVisible(const FViewInfo& View) const { checkSlow(!IsWholeSceneDirectionalShadow()); for(int32 PrimitiveIndex = 0;PrimitiveIndex < DynamicSubjectPrimitives.Num();PrimitiveIndex++) { const FPrimitiveSceneInfo* SubjectPrimitiveSceneInfo = DynamicSubjectPrimitives[PrimitiveIndex]; if(View.PrimitiveVisibilityMap[SubjectPrimitiveSceneInfo->GetIndex()]) { return true; } } return false; } /** * Clears arrays allocated with the scene rendering allocator. * Cached preshadows are reused across frames so scene rendering allocations will be invalid. */ void FProjectedShadowInfo::ClearTransientArrays() { SubjectTranslucentPrimitives.Empty(); DynamicSubjectPrimitives.Empty(); ReceiverPrimitives.Empty(); StaticSubjectMeshElements.Empty(); EmissiveOnlyPrimitives.Empty(); EmissiveOnlyMeshElements.Empty(); DynamicSubjectMeshElements.Empty(); DynamicReceiverMeshElements.Empty(); DynamicSubjectTranslucentMeshElements.Empty(); } /** Returns a cached preshadow matching the input criteria if one exists. */ TRefCountPtr FSceneRenderer::GetCachedPreshadow( const FLightPrimitiveInteraction* InParentInteraction, const FProjectedShadowInitializer& Initializer, const FBoxSphereBounds& Bounds, uint32 InResolutionX) { if (ShouldUseCachePreshadows() && !Views[0].bIsSceneCapture) { const FPrimitiveSceneInfo* PrimitiveInfo = InParentInteraction->GetPrimitiveSceneInfo(); const FLightSceneInfo* LightInfo = InParentInteraction->GetLight(); const FSphere QueryBounds(Bounds.Origin, Bounds.SphereRadius); for (int32 ShadowIndex = 0; ShadowIndex < Scene->CachedPreshadows.Num(); ShadowIndex++) { TRefCountPtr CachedShadow = Scene->CachedPreshadows[ShadowIndex]; // Only reuse a cached preshadow if it was created for the same primitive and light if (CachedShadow->GetParentSceneInfo() == PrimitiveInfo && &CachedShadow->GetLightSceneInfo() == LightInfo // Only reuse if it contains the bounds being queried, with some tolerance && QueryBounds.IsInside(CachedShadow->ShadowBounds, CachedShadow->ShadowBounds.W * .04f) // Only reuse if the resolution matches && CachedShadow->ResolutionX == InResolutionX && CachedShadow->bAllocated) { // Reset any allocations using the scene rendering allocator, // Since those will point to freed memory now that we are using the shadow on a different frame than it was created on. CachedShadow->ClearTransientArrays(); return CachedShadow; } } } // No matching cached preshadow was found return NULL; } struct FComparePreshadows { FORCEINLINE bool operator()(const TRefCountPtr& A, const TRefCountPtr& B) const { if (B->ResolutionX * B->ResolutionY < A->ResolutionX * A->ResolutionY) { return true; } return false; } }; /** Removes stale shadows and attempts to add new preshadows to the cache. */ void FSceneRenderer::UpdatePreshadowCache(FSceneRenderTargets& SceneContext) { if (ShouldUseCachePreshadows() && !Views[0].bIsSceneCapture) { SCOPE_CYCLE_COUNTER(STAT_UpdatePreshadowCache); if (Scene->PreshadowCacheLayout.GetSizeX() == 0) { // Initialize the texture layout if necessary const FIntPoint PreshadowCacheBufferSize = SceneContext.GetPreShadowCacheTextureResolution(); Scene->PreshadowCacheLayout = FTextureLayout(1, 1, PreshadowCacheBufferSize.X, PreshadowCacheBufferSize.Y, false, false, false); } // Iterate through the cached preshadows, removing those that are not going to be rendered this frame for (int32 CachedShadowIndex = Scene->CachedPreshadows.Num() - 1; CachedShadowIndex >= 0; CachedShadowIndex--) { TRefCountPtr CachedShadow = Scene->CachedPreshadows[CachedShadowIndex]; bool bShadowBeingRenderedThisFrame = false; for (int32 LightIndex = 0; LightIndex < VisibleLightInfos.Num() && !bShadowBeingRenderedThisFrame; LightIndex++) { bShadowBeingRenderedThisFrame = VisibleLightInfos[LightIndex].ProjectedPreShadows.Find(CachedShadow) != INDEX_NONE; } if (!bShadowBeingRenderedThisFrame) { // Must succeed, since we added it to the layout earlier verify(Scene->PreshadowCacheLayout.RemoveElement( CachedShadow->X, CachedShadow->Y, CachedShadow->ResolutionX + CachedShadow->BorderSize * 2, CachedShadow->ResolutionY + CachedShadow->BorderSize * 2)); Scene->CachedPreshadows.RemoveAt(CachedShadowIndex); } } TArray, SceneRenderingAllocator> UncachedPreShadows; // Gather a list of preshadows that can be cached for (int32 LightIndex = 0; LightIndex < VisibleLightInfos.Num(); LightIndex++) { for (int32 ShadowIndex = 0; ShadowIndex < VisibleLightInfos[LightIndex].ProjectedPreShadows.Num(); ShadowIndex++) { TRefCountPtr CurrentShadow = VisibleLightInfos[LightIndex].ProjectedPreShadows[ShadowIndex]; checkSlow(CurrentShadow->bPreShadow); if (!CurrentShadow->bAllocatedInPreshadowCache) { UncachedPreShadows.Add(CurrentShadow); } } } // Sort them from largest to smallest, based on the assumption that larger preshadows will have more objects in their depth only pass UncachedPreShadows.Sort(FComparePreshadows()); for (int32 ShadowIndex = 0; ShadowIndex < UncachedPreShadows.Num(); ShadowIndex++) { TRefCountPtr CurrentShadow = UncachedPreShadows[ShadowIndex]; // Try to find space for the preshadow in the texture layout if (Scene->PreshadowCacheLayout.AddElement( CurrentShadow->X, CurrentShadow->Y, CurrentShadow->ResolutionX + CurrentShadow->BorderSize * 2, CurrentShadow->ResolutionY + CurrentShadow->BorderSize * 2)) { // Mark the preshadow as existing in the cache // It must now use the preshadow cache render target to render and read its depths instead of the usual shadow depth buffers CurrentShadow->bAllocatedInPreshadowCache = true; // Indicate that the shadow's X and Y have been initialized CurrentShadow->bAllocated = true; Scene->CachedPreshadows.Add(CurrentShadow); } } } } bool FSceneRenderer::ShouldCreateObjectShadowForStationaryLight(const FLightSceneInfo* LightSceneInfo, const FPrimitiveSceneProxy* PrimitiveSceneProxy, bool bInteractionShadowMapped) const { const bool bCreateObjectShadowForStationaryLight = LightSceneInfo->bCreatePerObjectShadowsForDynamicObjects && LightSceneInfo->IsPrecomputedLightingValid() && LightSceneInfo->Proxy->GetShadowMapChannel() != INDEX_NONE // Create a per-object shadow if the object does not want static lighting and needs to integrate with the static shadowing of a stationary light // Or if the object wants static lighting but does not have a built shadowmap (Eg has been moved in the editor) && (!PrimitiveSceneProxy->HasStaticLighting() || !bInteractionShadowMapped); return bCreateObjectShadowForStationaryLight; } void FSceneRenderer::SetupInteractionShadows( FRHICommandListImmediate& RHICmdList, FLightPrimitiveInteraction* Interaction, FVisibleLightInfo& VisibleLightInfo, bool bStaticSceneOnly, const TArray& ViewDependentWholeSceneShadows, TArray& PreShadows) { // too high on hit count to leave on // SCOPE_CYCLE_COUNTER(STAT_SetupInteractionShadows); FPrimitiveSceneInfo* PrimitiveSceneInfo = Interaction->GetPrimitiveSceneInfo(); FLightSceneProxy* LightProxy = Interaction->GetLight()->Proxy; extern bool GUseTranslucencyShadowDepths; bool bShadowHandledByParent = false; if (PrimitiveSceneInfo->LightingAttachmentRoot.IsValid()) { FAttachmentGroupSceneInfo& AttachmentGroup = Scene->AttachmentGroups.FindChecked(PrimitiveSceneInfo->LightingAttachmentRoot); bShadowHandledByParent = AttachmentGroup.ParentSceneInfo && AttachmentGroup.ParentSceneInfo->Proxy->LightAttachmentsAsGroup(); } // Shadowing for primitives with a shadow parent will be handled by that shadow parent if (!bShadowHandledByParent) { const bool bCreateTranslucentObjectShadow = GUseTranslucencyShadowDepths && Interaction->HasTranslucentObjectShadow(); const bool bCreateInsetObjectShadow = Interaction->HasInsetObjectShadow(); const bool bCreateObjectShadowForStationaryLight = ShouldCreateObjectShadowForStationaryLight(Interaction->GetLight(), PrimitiveSceneInfo->Proxy, Interaction->IsShadowMapped()); if (Interaction->HasShadow() // TODO: Handle inset shadows, especially when an object is only casting a self-shadow. // Only render shadows from objects that use static lighting during a reflection capture, since the reflection capture doesn't update at runtime && (!bStaticSceneOnly || PrimitiveSceneInfo->Proxy->HasStaticLighting()) && (bCreateTranslucentObjectShadow || bCreateInsetObjectShadow || bCreateObjectShadowForStationaryLight)) { // Create projected shadow infos CreatePerObjectProjectedShadow(RHICmdList, Interaction, bCreateTranslucentObjectShadow, bCreateInsetObjectShadow || bCreateObjectShadowForStationaryLight, ViewDependentWholeSceneShadows, PreShadows); } } } void FSceneRenderer::CreatePerObjectProjectedShadow( FRHICommandListImmediate& RHICmdList, FLightPrimitiveInteraction* Interaction, bool bCreateTranslucentObjectShadow, bool bCreateOpaqueObjectShadow, const TArray& ViewDependentWholeSceneShadows, TArray& OutPreShadows) { check(bCreateOpaqueObjectShadow || bCreateTranslucentObjectShadow); FPrimitiveSceneInfo* PrimitiveSceneInfo = Interaction->GetPrimitiveSceneInfo(); const int32 PrimitiveId = PrimitiveSceneInfo->GetIndex(); FLightSceneInfo* LightSceneInfo = Interaction->GetLight(); FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id]; // Check if the shadow is visible in any of the views. bool bShadowIsPotentiallyVisibleNextFrame = false; bool bOpaqueShadowIsVisibleThisFrame = false; bool bSubjectIsVisible = false; bool bOpaqueRelevance = false; bool bTranslucentRelevance = false; bool bTranslucentShadowIsVisibleThisFrame = false; int32 NumBufferedFrames = FOcclusionQueryHelpers::GetNumBufferedFrames(); for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { const FViewInfo& View = Views[ViewIndex]; // Lookup the primitive's cached view relevance FPrimitiveViewRelevance ViewRelevance = View.PrimitiveViewRelevanceMap[PrimitiveId]; if (!ViewRelevance.bInitializedThisFrame) { // Compute the subject primitive's view relevance since it wasn't cached ViewRelevance = PrimitiveSceneInfo->Proxy->GetViewRelevance(&View); } // Check if the subject primitive is shadow relevant. const bool bPrimitiveIsShadowRelevant = ViewRelevance.bShadowRelevance; // Check if the shadow and preshadow are occluded. const bool bOpaqueShadowIsOccluded = !bCreateOpaqueObjectShadow || ( !View.bIgnoreExistingQueries && View.State && ((FSceneViewState*)View.State)->IsShadowOccluded(RHICmdList, PrimitiveSceneInfo->PrimitiveComponentId, LightSceneInfo->Proxy->GetLightComponent(), INDEX_NONE, false, NumBufferedFrames) ); const bool bTranslucentShadowIsOccluded = !bCreateTranslucentObjectShadow || ( !View.bIgnoreExistingQueries && View.State && ((FSceneViewState*)View.State)->IsShadowOccluded(RHICmdList, PrimitiveSceneInfo->PrimitiveComponentId, LightSceneInfo->Proxy->GetLightComponent(), INDEX_NONE, true, NumBufferedFrames) ); const bool bSubjectIsVisibleInThisView = View.PrimitiveVisibilityMap[PrimitiveSceneInfo->GetIndex()]; bSubjectIsVisible |= bSubjectIsVisibleInThisView; // The shadow is visible if it is view relevant and unoccluded. bOpaqueShadowIsVisibleThisFrame |= (bPrimitiveIsShadowRelevant && !bOpaqueShadowIsOccluded); bTranslucentShadowIsVisibleThisFrame |= (bPrimitiveIsShadowRelevant && !bTranslucentShadowIsOccluded); bShadowIsPotentiallyVisibleNextFrame |= bPrimitiveIsShadowRelevant; bOpaqueRelevance |= ViewRelevance.bOpaqueRelevance; bTranslucentRelevance |= ViewRelevance.HasTranslucency(); } if (!bOpaqueShadowIsVisibleThisFrame && !bTranslucentShadowIsVisibleThisFrame && !bShadowIsPotentiallyVisibleNextFrame) { // Don't setup the shadow info for shadows which don't need to be rendered or occlusion tested. return; } TArray ShadowGroupPrimitives; PrimitiveSceneInfo->GatherLightingAttachmentGroupPrimitives(ShadowGroupPrimitives); #if ENABLE_NAN_DIAGNOSTIC // allow for silent failure: only possible if NaN checking is enabled. if (ShadowGroupPrimitives.Num() == 0) { return; } #endif // Compute the composite bounds of this group of shadow primitives. FBoxSphereBounds OriginalBounds = ShadowGroupPrimitives[0]->Proxy->GetBounds(); if (!ensureMsgf(OriginalBounds.ContainsNaN() == false, TEXT("OriginalBound contains NaN : %s"), *OriginalBounds.ToString())) { // fix up OriginalBounds. This is going to cause flickers OriginalBounds = FBoxSphereBounds(FVector::ZeroVector, FVector(1.f), 1.f); } for (int32 ChildIndex = 1; ChildIndex < ShadowGroupPrimitives.Num(); ChildIndex++) { const FPrimitiveSceneInfo* ShadowChild = ShadowGroupPrimitives[ChildIndex]; if (ShadowChild->Proxy->CastsDynamicShadow()) { FBoxSphereBounds ChildBound = ShadowChild->Proxy->GetBounds(); OriginalBounds = OriginalBounds + ChildBound; if (!ensureMsgf(OriginalBounds.ContainsNaN() == false, TEXT("Child %s contains NaN : %s"), *ShadowChild->Proxy->GetOwnerName().ToString(), *ChildBound.ToString())) { // fix up OriginalBounds. This is going to cause flickers OriginalBounds = FBoxSphereBounds(FVector::ZeroVector, FVector(1.f), 1.f); } } } FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList); // Shadowing constants. const uint32 MaxShadowResolutionSetting = GetCachedScalabilityCVars().MaxShadowResolution; const FIntPoint ShadowBufferResolution = SceneContext.GetShadowDepthTextureResolution(); const uint32 MaxShadowResolution = FMath::Min(MaxShadowResolutionSetting, ShadowBufferResolution.X) - SHADOW_BORDER * 2; const uint32 MaxShadowResolutionY = FMath::Min(MaxShadowResolutionSetting, ShadowBufferResolution.Y) - SHADOW_BORDER * 2; const uint32 MinShadowResolution = FMath::Max(0, CVarMinShadowResolution.GetValueOnRenderThread()); const uint32 ShadowFadeResolution = FMath::Max(0, CVarShadowFadeResolution.GetValueOnRenderThread()); const uint32 MinPreShadowResolution = FMath::Max(0, CVarMinPreShadowResolution.GetValueOnRenderThread()); const uint32 PreShadowFadeResolution = FMath::Max(0, CVarPreShadowFadeResolution.GetValueOnRenderThread()); // Compute the maximum resolution required for the shadow by any view. Also keep track of the unclamped resolution for fading. uint32 MaxDesiredResolution = 0; float MaxScreenPercent = 0; TArray > ResolutionFadeAlphas; TArray > ResolutionPreShadowFadeAlphas; float MaxResolutionFadeAlpha = 0; float MaxResolutionPreShadowFadeAlpha = 0; for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { const FViewInfo& View = Views[ViewIndex]; // Determine the size of the subject's bounding sphere in this view. const FVector ShadowViewOrigin = View.ViewMatrices.GetViewOrigin(); float ShadowViewDistFromBounds = (OriginalBounds.Origin - ShadowViewOrigin).Size(); const float ScreenRadius = View.ShadowViewMatrices.GetScreenScale() * OriginalBounds.SphereRadius / FMath::Max(ShadowViewDistFromBounds, 1.0f); // Early catch for invalid CalculateShadowFadeAlpha() ensureMsgf(ScreenRadius >= 0.0f, TEXT("View.ShadowViewMatrices.ScreenScale %f, OriginalBounds.SphereRadius %f, ShadowViewDistFromBounds %f"), View.ShadowViewMatrices.GetScreenScale(), OriginalBounds.SphereRadius, ShadowViewDistFromBounds); const float ScreenPercent = FMath::Max( 1.0f / 2.0f * View.ShadowViewMatrices.GetProjectionScale().X, 1.0f / 2.0f * View.ShadowViewMatrices.GetProjectionScale().Y ) * OriginalBounds.SphereRadius / FMath::Max(ShadowViewDistFromBounds, 1.0f); MaxScreenPercent = FMath::Max(MaxScreenPercent, ScreenPercent); // Determine the amount of shadow buffer resolution needed for this view. const float UnclampedResolution = ScreenRadius * CVarShadowTexelsPerPixel.GetValueOnRenderThread(); // Calculate fading based on resolution // Compute FadeAlpha before ShadowResolutionScale contribution (artists want to modify the softness of the shadow, not change the fade ranges) const float ViewSpecificAlpha = CalculateShadowFadeAlpha( UnclampedResolution, ShadowFadeResolution, MinShadowResolution ); MaxResolutionFadeAlpha = FMath::Max(MaxResolutionFadeAlpha, ViewSpecificAlpha); ResolutionFadeAlphas.Add(ViewSpecificAlpha); const float ViewSpecificPreShadowAlpha = CalculateShadowFadeAlpha(UnclampedResolution * CVarPreShadowResolutionFactor.GetValueOnRenderThread(), PreShadowFadeResolution, MinPreShadowResolution); MaxResolutionPreShadowFadeAlpha = FMath::Max(MaxResolutionPreShadowFadeAlpha, ViewSpecificPreShadowAlpha); ResolutionPreShadowFadeAlphas.Add(ViewSpecificPreShadowAlpha); const float ShadowResolutionScale = LightSceneInfo->Proxy->GetShadowResolutionScale(); float ClampedResolution = UnclampedResolution; if (ShadowResolutionScale > 1.0f) { // Apply ShadowResolutionScale before the MaxShadowResolution clamp if raising the resolution ClampedResolution *= ShadowResolutionScale; } ClampedResolution = FMath::Min(ClampedResolution, MaxShadowResolution); if (ShadowResolutionScale <= 1.0f) { // Apply ShadowResolutionScale after the MaxShadowResolution clamp if lowering the resolution // Artists want to modify the softness of the shadow with ShadowResolutionScale ClampedResolution *= ShadowResolutionScale; } MaxDesiredResolution = FMath::Max( MaxDesiredResolution, FMath::Max( ClampedResolution, FMath::Min(MinShadowResolution, ShadowBufferResolution.X - SHADOW_BORDER * 2) ) ); } FBoxSphereBounds Bounds = OriginalBounds; const bool bRenderPreShadow = CVarAllowPreshadows.GetValueOnRenderThread() // Preshadow only affects the subject's pixels && bSubjectIsVisible // Only objects with dynamic lighting should create a preshadow // Unless we're in the editor and need to preview an object without built lighting && (!PrimitiveSceneInfo->Proxy->HasStaticLighting() || !Interaction->IsShadowMapped()) // Disable preshadows from directional lights for primitives that use single sample shadowing, the shadow factor will be written into the precomputed shadow mask in the GBuffer instead && !(PrimitiveSceneInfo->Proxy->UseSingleSampleShadowFromStationaryLights() && LightSceneInfo->Proxy->GetLightType() == LightType_Directional); if (bRenderPreShadow && ShouldUseCachePreshadows()) { float PreshadowExpandFraction = FMath::Max(CVarPreshadowExpandFraction.GetValueOnRenderThread(), 0.0f); // If we're creating a preshadow, expand the bounds somewhat so that the preshadow will be cached more often as the shadow caster moves around. //@todo - only expand the preshadow bounds for this, not the per object shadow. Bounds.SphereRadius += (Bounds.BoxExtent * PreshadowExpandFraction).Size(); Bounds.BoxExtent *= PreshadowExpandFraction + 1.0f; } // Compute the projected shadow initializer for this primitive-light pair. FPerObjectProjectedShadowInitializer ShadowInitializer; if ((MaxResolutionFadeAlpha > 1.0f / 256.0f || (bRenderPreShadow && MaxResolutionPreShadowFadeAlpha > 1.0f / 256.0f)) && LightSceneInfo->Proxy->GetPerObjectProjectedShadowInitializer(Bounds, ShadowInitializer)) { const float MaxFadeAlpha = MaxResolutionFadeAlpha; // Only create a shadow from this object if it hasn't completely faded away if (CVarAllowPerObjectShadows.GetValueOnRenderThread() && MaxFadeAlpha > 1.0f / 256.0f) { // Round down to the nearest power of two so that resolution changes are always doubling or halving the resolution, which increases filtering stability // Use the max resolution if the desired resolution is larger than that const int32 SizeX = MaxDesiredResolution >= MaxShadowResolution ? MaxShadowResolution : (1 << (FMath::CeilLogTwo(MaxDesiredResolution) - 1)); if (bOpaqueRelevance && bCreateOpaqueObjectShadow && (bOpaqueShadowIsVisibleThisFrame || bShadowIsPotentiallyVisibleNextFrame)) { // Create a projected shadow for this interaction's shadow. FProjectedShadowInfo* ProjectedShadowInfo = new(FMemStack::Get(),1,16) FProjectedShadowInfo; if(ProjectedShadowInfo->SetupPerObjectProjection( LightSceneInfo, PrimitiveSceneInfo, ShadowInitializer, false, // no preshadow SizeX, MaxShadowResolutionY, SHADOW_BORDER, MaxScreenPercent, false)) // no translucent shadow { ProjectedShadowInfo->bPerObjectOpaqueShadow = true; ProjectedShadowInfo->FadeAlphas = ResolutionFadeAlphas; VisibleLightInfo.MemStackProjectedShadows.Add(ProjectedShadowInfo); if (bOpaqueShadowIsVisibleThisFrame) { VisibleLightInfo.AllProjectedShadows.Add(ProjectedShadowInfo); for (int32 ChildIndex = 0, ChildCount = ShadowGroupPrimitives.Num(); ChildIndex < ChildCount; ChildIndex++) { FPrimitiveSceneInfo* ShadowChild = ShadowGroupPrimitives[ChildIndex]; ProjectedShadowInfo->AddSubjectPrimitive(ShadowChild, &Views, false); } } else if (bShadowIsPotentiallyVisibleNextFrame) { VisibleLightInfo.OccludedPerObjectShadows.Add(ProjectedShadowInfo); } } } if (bTranslucentRelevance && Scene->GetFeatureLevel() >= ERHIFeatureLevel::SM4 && bCreateTranslucentObjectShadow && (bTranslucentShadowIsVisibleThisFrame || bShadowIsPotentiallyVisibleNextFrame)) { // Create a projected shadow for this interaction's shadow. FProjectedShadowInfo* ProjectedShadowInfo = new(FMemStack::Get(),1,16) FProjectedShadowInfo; if(ProjectedShadowInfo->SetupPerObjectProjection( LightSceneInfo, PrimitiveSceneInfo, ShadowInitializer, false, // no preshadow // Size was computed for the full res opaque shadow, convert to downsampled translucent shadow size with proper clamping FMath::Clamp(SizeX / SceneContext.GetTranslucentShadowDownsampleFactor(), 1, SceneContext.GetTranslucentShadowDepthTextureResolution().X - SHADOW_BORDER * 2), FMath::Clamp(MaxShadowResolutionY / SceneContext.GetTranslucentShadowDownsampleFactor(), 1, SceneContext.GetTranslucentShadowDepthTextureResolution().Y - SHADOW_BORDER * 2), SHADOW_BORDER, MaxScreenPercent, true)) // translucent shadow { ProjectedShadowInfo->FadeAlphas = ResolutionFadeAlphas, VisibleLightInfo.MemStackProjectedShadows.Add(ProjectedShadowInfo); if (bTranslucentShadowIsVisibleThisFrame) { VisibleLightInfo.AllProjectedShadows.Add(ProjectedShadowInfo); for (int32 ChildIndex = 0, ChildCount = ShadowGroupPrimitives.Num(); ChildIndex < ChildCount; ChildIndex++) { FPrimitiveSceneInfo* ShadowChild = ShadowGroupPrimitives[ChildIndex]; ProjectedShadowInfo->AddSubjectPrimitive(ShadowChild, &Views, false); } } else if (bShadowIsPotentiallyVisibleNextFrame) { VisibleLightInfo.OccludedPerObjectShadows.Add(ProjectedShadowInfo); } } } } const float MaxPreFadeAlpha = MaxResolutionPreShadowFadeAlpha; // If the subject is visible in at least one view, create a preshadow for static primitives shadowing the subject. if (MaxPreFadeAlpha > 1.0f / 256.0f && bRenderPreShadow && bOpaqueRelevance && Scene->GetFeatureLevel() >= ERHIFeatureLevel::SM4) { // Round down to the nearest power of two so that resolution changes are always doubling or halving the resolution, which increases filtering stability. int32 PreshadowSizeX = 1 << (FMath::CeilLogTwo(FMath::TruncToInt(MaxDesiredResolution * CVarPreShadowResolutionFactor.GetValueOnRenderThread())) - 1); const FIntPoint PreshadowCacheResolution = SceneContext.GetPreShadowCacheTextureResolution(); checkSlow(PreshadowSizeX <= PreshadowCacheResolution.X); bool bIsOutsideWholeSceneShadow = true; for (int32 i = 0; i < ViewDependentWholeSceneShadows.Num(); i++) { const FProjectedShadowInfo* WholeSceneShadow = ViewDependentWholeSceneShadows[i]; const FVector2D DistanceFadeValues = WholeSceneShadow->GetLightSceneInfo().Proxy->GetDirectionalLightDistanceFadeParameters(Scene->GetFeatureLevel(), WholeSceneShadow->GetLightSceneInfo().IsPrecomputedLightingValid()); const float DistanceFromShadowCenterSquared = (WholeSceneShadow->ShadowBounds.Center - Bounds.Origin).SizeSquared(); //@todo - if view dependent whole scene shadows are ever supported in splitscreen, // We can only disable the preshadow at this point if it is inside a whole scene shadow for all views const float DistanceFromViewSquared = ((FVector)WholeSceneShadow->DependentView->ShadowViewMatrices.GetViewOrigin() - Bounds.Origin).SizeSquared(); // Mark the preshadow as inside the whole scene shadow if its bounding sphere is inside the near fade distance if (DistanceFromShadowCenterSquared < FMath::Square(FMath::Max(WholeSceneShadow->ShadowBounds.W - Bounds.SphereRadius, 0.0f)) //@todo - why is this extra threshold required? && DistanceFromViewSquared < FMath::Square(FMath::Max(DistanceFadeValues.X - 200.0f - Bounds.SphereRadius, 0.0f))) { bIsOutsideWholeSceneShadow = false; break; } } // Only create opaque preshadows when part of the caster is outside the whole scene shadow. if (bIsOutsideWholeSceneShadow) { // Try to reuse a preshadow from the cache TRefCountPtr ProjectedPreShadowInfo = GetCachedPreshadow(Interaction, ShadowInitializer, OriginalBounds, PreshadowSizeX); bool bOk = true; if(!ProjectedPreShadowInfo) { // Create a new projected shadow for this interaction's preshadow // Not using the scene rendering mem stack because this shadow info may need to persist for multiple frames if it gets cached ProjectedPreShadowInfo = new FProjectedShadowInfo; bOk = ProjectedPreShadowInfo->SetupPerObjectProjection( LightSceneInfo, PrimitiveSceneInfo, ShadowInitializer, true, // preshadow PreshadowSizeX, FMath::TruncToInt(MaxShadowResolutionY * CVarPreShadowResolutionFactor.GetValueOnRenderThread()), SHADOW_BORDER, MaxScreenPercent, false // not translucent shadow ); } if (bOk) { // Update fade alpha on the cached preshadow ProjectedPreShadowInfo->FadeAlphas = ResolutionPreShadowFadeAlphas; VisibleLightInfo.AllProjectedShadows.Add(ProjectedPreShadowInfo); VisibleLightInfo.ProjectedPreShadows.Add(ProjectedPreShadowInfo); // Only add to OutPreShadows if the preshadow doesn't already have depths cached, // Since OutPreShadows is used to generate information only used when rendering the shadow depths. if (!ProjectedPreShadowInfo->bDepthsCached && ProjectedPreShadowInfo->CasterFrustum.PermutedPlanes.Num()) { OutPreShadows.Add(ProjectedPreShadowInfo); } for (int32 ChildIndex = 0; ChildIndex < ShadowGroupPrimitives.Num(); ChildIndex++) { FPrimitiveSceneInfo* ShadowChild = ShadowGroupPrimitives[ChildIndex]; bool bChildIsVisibleInAnyView = false; for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { const FViewInfo& View = Views[ViewIndex]; if (View.PrimitiveVisibilityMap[ShadowChild->GetIndex()]) { bChildIsVisibleInAnyView = true; break; } } if (bChildIsVisibleInAnyView) { ProjectedPreShadowInfo->AddReceiverPrimitive(ShadowChild); } } } } } } } void ComputeWholeSceneShadowCacheModes( const FWholeSceneProjectedShadowInitializer& ProjectedShadowInitializer, FIntPoint ShadowMapSize, const FLightSceneInfo* LightSceneInfo, bool bCubeShadowMap, float RealTime, FScene* Scene, int32& OutNumShadowMaps, EShadowDepthCacheMode* OutCacheModes) { if (GCacheWholeSceneShadows && (!bCubeShadowMap || RHISupportsGeometryShaders(GShaderPlatformForFeatureLevel[Scene->GetFeatureLevel()]) || RHISupportsVertexShaderLayer(GShaderPlatformForFeatureLevel[Scene->GetFeatureLevel()]))) { FCachedShadowMapData* CachedShadowMapData = Scene->CachedShadowMaps.Find(LightSceneInfo->Id); if (CachedShadowMapData) { if (ProjectedShadowInitializer.IsCachedShadowValid(CachedShadowMapData->Initializer)) { if (CachedShadowMapData->ShadowMap.IsValid() && CachedShadowMapData->ShadowMap.GetSize() == ShadowMapSize) { OutNumShadowMaps = 1; OutCacheModes[0] = SDCM_MovablePrimitivesOnly; } else { int64 CachedShadowMapsSize = Scene->GetCachedWholeSceneShadowMapsSize(); if (CachedShadowMapsSize < GWholeSceneShadowCacheMb * 1024 * 1024) { OutNumShadowMaps = 2; // Note: ShadowMap with static primitives rendered first so movable shadowmap can composite OutCacheModes[0] = SDCM_StaticPrimitivesOnly; OutCacheModes[1] = SDCM_MovablePrimitivesOnly; } else { OutNumShadowMaps = 1; OutCacheModes[0] = SDCM_Uncached; CachedShadowMapData->ShadowMap.DepthTarget = NULL; } } } else { OutNumShadowMaps = 1; OutCacheModes[0] = SDCM_Uncached; CachedShadowMapData->ShadowMap.DepthTarget = NULL; } CachedShadowMapData->Initializer = ProjectedShadowInitializer; CachedShadowMapData->LastUsedTime = RealTime; } else { int64 CachedShadowMapsSize = Scene->GetCachedWholeSceneShadowMapsSize(); if (CachedShadowMapsSize < GWholeSceneShadowCacheMb * 1024 * 1024) { OutNumShadowMaps = 2; // Note: ShadowMap with static primitives rendered first so movable shadowmap can composite OutCacheModes[0] = SDCM_StaticPrimitivesOnly; OutCacheModes[1] = SDCM_MovablePrimitivesOnly; Scene->CachedShadowMaps.Add(LightSceneInfo->Id, FCachedShadowMapData(ProjectedShadowInitializer, RealTime)); } else { OutNumShadowMaps = 1; OutCacheModes[0] = SDCM_Uncached; } } } else { OutNumShadowMaps = 1; OutCacheModes[0] = SDCM_Uncached; Scene->CachedShadowMaps.Remove(LightSceneInfo->Id); } } /** Creates a projected shadow for all primitives affected by a light. If the light doesn't support whole-scene shadows, it returns false. * @param LightSceneInfo - The light to create a shadow for. * @return true if a whole scene shadow was created */ void FSceneRenderer::CreateWholeSceneProjectedShadow(FLightSceneInfo* LightSceneInfo) { SCOPE_CYCLE_COUNTER(STAT_CreateWholeSceneProjectedShadow); FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id]; // Try to create a whole-scene projected shadow initializer for the light. TArray > ProjectedShadowInitializers; if (LightSceneInfo->Proxy->GetWholeSceneProjectedShadowInitializer(ViewFamily, ProjectedShadowInitializers)) { FSceneRenderTargets& SceneContext_ConstantsOnly = FSceneRenderTargets::Get_FrameConstantsOnly(); checkSlow(ProjectedShadowInitializers.Num() > 0); // Shadow resolution constants. const uint32 ShadowBorder = ProjectedShadowInitializers[0].bOnePassPointLightShadow ? 0 : SHADOW_BORDER; const uint32 EffectiveDoubleShadowBorder = ShadowBorder * 2; const uint32 MinShadowResolution = FMath::Max(0, CVarMinShadowResolution.GetValueOnRenderThread()); const int32 MaxShadowResolutionSetting = GetCachedScalabilityCVars().MaxShadowResolution; const FIntPoint ShadowBufferResolution = SceneContext_ConstantsOnly.GetShadowDepthTextureResolution(); const uint32 MaxShadowResolution = FMath::Min(MaxShadowResolutionSetting, ShadowBufferResolution.X) - EffectiveDoubleShadowBorder; const uint32 MaxShadowResolutionY = FMath::Min(MaxShadowResolutionSetting, ShadowBufferResolution.Y) - EffectiveDoubleShadowBorder; const uint32 ShadowFadeResolution = FMath::Max(0, CVarShadowFadeResolution.GetValueOnRenderThread()); // Compute the maximum resolution required for the shadow by any view. Also keep track of the unclamped resolution for fading. float MaxDesiredResolution = 0; TArray > FadeAlphas; float MaxFadeAlpha = 0; bool bStaticSceneOnly = false; bool bAnyViewIsSceneCapture = false; for(int32 ViewIndex = 0, ViewCount = Views.Num(); ViewIndex < ViewCount; ++ViewIndex) { const FViewInfo& View = Views[ViewIndex]; // Determine the size of the light's bounding sphere in this view. const FVector4 ScreenPosition = View.WorldToScreen(LightSceneInfo->Proxy->GetOrigin()); const float ScreenRadius = View.ShadowViewMatrices.GetScreenScale() * LightSceneInfo->Proxy->GetRadius() / FMath::Max(ScreenPosition.W,1.0f); // Determine the amount of shadow buffer resolution needed for this view. const float UnclampedResolution = ScreenRadius * CVarShadowTexelsPerPixelSpotlight.GetValueOnRenderThread(); // Compute FadeAlpha before ShadowResolutionScale contribution (artists want to modify the softness of the shadow, not change the fade ranges) const float FadeAlpha = CalculateShadowFadeAlpha( UnclampedResolution, ShadowFadeResolution, MinShadowResolution ); MaxFadeAlpha = FMath::Max(MaxFadeAlpha, FadeAlpha); FadeAlphas.Add(FadeAlpha); const float ShadowResolutionScale = LightSceneInfo->Proxy->GetShadowResolutionScale(); float ClampedResolution = UnclampedResolution; if (ShadowResolutionScale > 1.0f) { // Apply ShadowResolutionScale before the MaxShadowResolution clamp if raising the resolution ClampedResolution *= ShadowResolutionScale; } ClampedResolution = FMath::Min(ClampedResolution, MaxShadowResolution); if (ShadowResolutionScale <= 1.0f) { // Apply ShadowResolutionScale after the MaxShadowResolution clamp if lowering the resolution // Artists want to modify the softness of the shadow with ShadowResolutionScale ClampedResolution *= ShadowResolutionScale; } MaxDesiredResolution = FMath::Max( MaxDesiredResolution, FMath::Max( ClampedResolution, FMath::Min(MinShadowResolution, ShadowBufferResolution.X - EffectiveDoubleShadowBorder) ) ); bStaticSceneOnly = bStaticSceneOnly || View.bStaticSceneOnly; bAnyViewIsSceneCapture = bAnyViewIsSceneCapture || View.bIsSceneCapture; } if (MaxFadeAlpha > 1.0f / 256.0f) { for (int32 ShadowIndex = 0, ShadowCount = ProjectedShadowInitializers.Num(); ShadowIndex < ShadowCount; ShadowIndex++) { const FWholeSceneProjectedShadowInitializer& ProjectedShadowInitializer = ProjectedShadowInitializers[ShadowIndex]; // Round down to the nearest power of two so that resolution changes are always doubling or halving the resolution, which increases filtering stability // Use the max resolution if the desired resolution is larger than that int32 RoundedDesiredResolution = FMath::Max((1 << (FMath::CeilLogTwo(MaxDesiredResolution) - 1)) - ShadowBorder * 2, 1); int32 SizeX = MaxDesiredResolution >= MaxShadowResolution ? MaxShadowResolution : RoundedDesiredResolution; int32 SizeY = MaxDesiredResolution >= MaxShadowResolutionY ? MaxShadowResolutionY : RoundedDesiredResolution; if (ProjectedShadowInitializer.bOnePassPointLightShadow) { // Round to a resolution that is supported for one pass point light shadows SizeX = SizeY = SceneContext_ConstantsOnly.GetCubeShadowDepthZResolution(SceneContext_ConstantsOnly.GetCubeShadowDepthZIndex(MaxDesiredResolution)); } int32 NumShadowMaps = 1; EShadowDepthCacheMode CacheMode[2] = { SDCM_Uncached, SDCM_Uncached }; if (!bAnyViewIsSceneCapture && !ProjectedShadowInitializer.bRayTracedDistanceField) { ComputeWholeSceneShadowCacheModes( ProjectedShadowInitializer, FIntPoint(SizeX + ShadowBorder * 2, SizeY + ShadowBorder * 2), LightSceneInfo, ProjectedShadowInitializer.bOnePassPointLightShadow, ViewFamily.CurrentRealTime, Scene, NumShadowMaps, CacheMode); } for (int32 CacheModeIndex = 0; CacheModeIndex < NumShadowMaps; CacheModeIndex++) { // Create the projected shadow info. FProjectedShadowInfo* ProjectedShadowInfo = new(FMemStack::Get(), 1, 16) FProjectedShadowInfo; ProjectedShadowInfo->SetupWholeSceneProjection( LightSceneInfo, NULL, ProjectedShadowInitializer, SizeX, SizeY, ShadowBorder, false // no RSM ); ProjectedShadowInfo->CacheMode = CacheMode[CacheModeIndex]; ProjectedShadowInfo->FadeAlphas = FadeAlphas; VisibleLightInfo.MemStackProjectedShadows.Add(ProjectedShadowInfo); if (ProjectedShadowInitializer.bOnePassPointLightShadow) { const static FVector CubeDirections[6] = { FVector(-1, 0, 0), FVector(1, 0, 0), FVector(0, -1, 0), FVector(0, 1, 0), FVector(0, 0, -1), FVector(0, 0, 1) }; const static FVector UpVectors[6] = { FVector(0, 1, 0), FVector(0, 1, 0), FVector(0, 0, -1), FVector(0, 0, 1), FVector(0, 1, 0), FVector(0, 1, 0) }; const FLightSceneProxy& LightProxy = *(ProjectedShadowInfo->GetLightSceneInfo().Proxy); const FMatrix FaceProjection = FPerspectiveMatrix(PI / 4.0f, 1, 1, 1, LightProxy.GetRadius()); const FVector LightPosition = LightProxy.GetPosition(); ProjectedShadowInfo->OnePassShadowViewProjectionMatrices.Empty(6); ProjectedShadowInfo->OnePassShadowFrustums.Empty(6); ProjectedShadowInfo->OnePassShadowFrustums.AddZeroed(6); const FMatrix ScaleMatrix = FScaleMatrix(FVector(1, -1, 1)); // fill in the caster frustum with the far plane from every face ProjectedShadowInfo->CasterFrustum.Planes.Empty(); for (int32 FaceIndex = 0; FaceIndex < 6; FaceIndex++) { // Create a view projection matrix for each cube face const FMatrix ShadowViewProjectionMatrix = FLookAtMatrix(LightPosition, LightPosition + CubeDirections[FaceIndex], UpVectors[FaceIndex]) * ScaleMatrix * FaceProjection; ProjectedShadowInfo->OnePassShadowViewProjectionMatrices.Add(ShadowViewProjectionMatrix); // Create a convex volume out of the frustum so it can be used for object culling GetViewFrustumBounds(ProjectedShadowInfo->OnePassShadowFrustums[FaceIndex], ShadowViewProjectionMatrix, false); // Check we have a valid frustum if (ProjectedShadowInfo->OnePassShadowFrustums[FaceIndex].Planes.Num() > 0 ) { // We are assuming here that the last plane is the far plane // we need to incorporate PreShadowTranslation (so it can be disincorporated later) FPlane Src = ProjectedShadowInfo->OnePassShadowFrustums[FaceIndex].Planes.Last(); // add world space preview translation Src.W += (FVector(Src) | ProjectedShadowInfo->PreShadowTranslation); ProjectedShadowInfo->CasterFrustum.Planes.Add(Src); } } ProjectedShadowInfo->CasterFrustum.Init(); } // Ray traced shadows use the GPU managed distance field object buffers, no CPU culling should be used if (!ProjectedShadowInfo->bRayTracedDistanceField) { if (CacheMode[CacheModeIndex] != SDCM_StaticPrimitivesOnly && (CacheMode[CacheModeIndex] != SDCM_MovablePrimitivesOnly || GCachedShadowsCastFromMovablePrimitives)) { // Add all the shadow casting primitives affected by the light to the shadow's subject primitive list. for (FLightPrimitiveInteraction* Interaction = LightSceneInfo->DynamicInteractionOftenMovingPrimitiveList; Interaction; Interaction = Interaction->GetNextPrimitive()) { if (Interaction->HasShadow() // If the primitive only wants to cast a self shadow don't include it in whole scene shadows. && !Interaction->CastsSelfShadowOnly() && (!bStaticSceneOnly || Interaction->GetPrimitiveSceneInfo()->Proxy->HasStaticLighting())) { ProjectedShadowInfo->AddSubjectPrimitive(Interaction->GetPrimitiveSceneInfo(), &Views, false); } } } if (CacheMode[CacheModeIndex] != SDCM_MovablePrimitivesOnly) { // Add all the shadow casting primitives affected by the light to the shadow's subject primitive list. for (FLightPrimitiveInteraction* Interaction = LightSceneInfo->DynamicInteractionStaticPrimitiveList; Interaction; Interaction = Interaction->GetNextPrimitive()) { if (Interaction->HasShadow() // If the primitive only wants to cast a self shadow don't include it in whole scene shadows. && !Interaction->CastsSelfShadowOnly() && (!bStaticSceneOnly || Interaction->GetPrimitiveSceneInfo()->Proxy->HasStaticLighting())) { ProjectedShadowInfo->AddSubjectPrimitive(Interaction->GetPrimitiveSceneInfo(), &Views, false); } } } } bool bRenderShadow = true; if (CacheMode[CacheModeIndex] == SDCM_StaticPrimitivesOnly) { const bool bHasStaticPrimitives = ProjectedShadowInfo->HasSubjectPrims(); bRenderShadow = bHasStaticPrimitives; FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id); CachedShadowMapData.bCachedShadowMapHasPrimitives = bHasStaticPrimitives; } if (bRenderShadow) { VisibleLightInfo.AllProjectedShadows.Add(ProjectedShadowInfo); } } } } } } void FSceneRenderer::InitProjectedShadowVisibility(FRHICommandListImmediate& RHICmdList) { SCOPE_CYCLE_COUNTER(STAT_InitProjectedShadowVisibility); int32 NumBufferedFrames = FOcclusionQueryHelpers::GetNumBufferedFrames(); // Initialize the views' ProjectedShadowVisibilityMaps and remove shadows without subjects. for(TSparseArray::TConstIterator LightIt(Scene->Lights);LightIt;++LightIt) { FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightIt.GetIndex()]; // Allocate the light's projected shadow visibility and view relevance maps for this view. for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++) { FViewInfo& View = Views[ViewIndex]; FVisibleLightViewInfo& VisibleLightViewInfo = View.VisibleLightInfos[LightIt.GetIndex()]; VisibleLightViewInfo.ProjectedShadowVisibilityMap.Init(false,VisibleLightInfo.AllProjectedShadows.Num()); VisibleLightViewInfo.ProjectedShadowViewRelevanceMap.Empty(VisibleLightInfo.AllProjectedShadows.Num()); VisibleLightViewInfo.ProjectedShadowViewRelevanceMap.AddZeroed(VisibleLightInfo.AllProjectedShadows.Num()); } for( int32 ShadowIndex=0; ShadowIndexProxy->GetViewRelevance(&View); } else { ViewRelevance.bDrawRelevance = ViewRelevance.bStaticRelevance = ViewRelevance.bDynamicRelevance = ViewRelevance.bShadowRelevance = true; } VisibleLightViewInfo.ProjectedShadowViewRelevanceMap[ShadowIndex] = ViewRelevance; // Check if the subject primitive's shadow is view relevant. const bool bPrimitiveIsShadowRelevant = ViewRelevance.bShadowRelevance; // Check if the shadow and preshadow are occluded. const bool bShadowIsOccluded = !View.bIgnoreExistingQueries && View.State && ((FSceneViewState*)View.State)->IsShadowOccluded( RHICmdList, ProjectedShadowInfo.GetParentSceneInfo() ? ProjectedShadowInfo.GetParentSceneInfo()->PrimitiveComponentId : FPrimitiveComponentId(), ProjectedShadowInfo.GetLightSceneInfo().Proxy->GetLightComponent(), ProjectedShadowInfo.CascadeSettings.ShadowSplitIndex, ProjectedShadowInfo.bTranslucentShadow, NumBufferedFrames ); // The shadow is visible if it is view relevant and unoccluded. if(bPrimitiveIsShadowRelevant && !bShadowIsOccluded) { VisibleLightViewInfo.ProjectedShadowVisibilityMap[ShadowIndex] = true; } // Draw the shadow frustum. if(bPrimitiveIsShadowRelevant && !bShadowIsOccluded && !ProjectedShadowInfo.bReflectiveShadowmap) { bool bDrawPreshadowFrustum = CVarDrawPreshadowFrustum.GetValueOnRenderThread() != 0; if ((ViewFamily.EngineShowFlags.ShadowFrustums) && ((bDrawPreshadowFrustum && ProjectedShadowInfo.bPreShadow) || (!bDrawPreshadowFrustum && !ProjectedShadowInfo.bPreShadow))) { FViewElementPDI ShadowFrustumPDI(&Views[ViewIndex],NULL); if(ProjectedShadowInfo.IsWholeSceneDirectionalShadow()) { // Get split color FColor Color = FColor::White; switch(ProjectedShadowInfo.CascadeSettings.ShadowSplitIndex) { case 0: Color = FColor::Red; break; case 1: Color = FColor::Yellow; break; case 2: Color = FColor::Green; break; case 3: Color = FColor::Blue; break; } const FMatrix ViewMatrix = View.ViewMatrices.GetViewMatrix(); const FMatrix ProjectionMatrix = View.ViewMatrices.GetProjectionMatrix(); const FVector4 ViewOrigin = View.ViewMatrices.GetViewOrigin(); float AspectRatio = ProjectionMatrix.M[1][1] / ProjectionMatrix.M[0][0]; float ActualFOV = (ViewOrigin.W > 0.0f) ? FMath::Atan(1.0f / ProjectionMatrix.M[0][0]) : PI/4.0f; float Near = ProjectedShadowInfo.CascadeSettings.SplitNear; float Mid = ProjectedShadowInfo.CascadeSettings.FadePlaneOffset; float Far = ProjectedShadowInfo.CascadeSettings.SplitFar; // Camera Subfrustum DrawFrustumWireframe(&ShadowFrustumPDI, (ViewMatrix * FPerspectiveMatrix(ActualFOV, AspectRatio, 1.0f, Near, Mid)).Inverse(), Color, 0); DrawFrustumWireframe(&ShadowFrustumPDI, (ViewMatrix * FPerspectiveMatrix(ActualFOV, AspectRatio, 1.0f, Mid, Far)).Inverse(), FColor::White, 0); // Subfrustum Sphere Bounds DrawWireSphere(&ShadowFrustumPDI, FTransform(ProjectedShadowInfo.ShadowBounds.Center), Color, ProjectedShadowInfo.ShadowBounds.W, 40, 0); // Shadow Map Projection Bounds DrawFrustumWireframe(&ShadowFrustumPDI, ProjectedShadowInfo.SubjectAndReceiverMatrix.Inverse() * FTranslationMatrix(-ProjectedShadowInfo.PreShadowTranslation), Color, 0); } else { ProjectedShadowInfo.RenderFrustumWireframe(&ShadowFrustumPDI); } } } } } } } #if !UE_BUILD_SHIPPING if(GDumpShadowSetup) { GDumpShadowSetup = false; UE_LOG(LogRenderer, Display, TEXT("Dump Shadow Setup:")); for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++) { FViewInfo& View = Views[ViewIndex]; UE_LOG(LogRenderer, Display, TEXT(" View %d/%d"), ViewIndex, Views.Num()); uint32 LightIndex = 0; for(TSparseArray::TConstIterator LightIt(Scene->Lights); LightIt; ++LightIt, ++LightIndex) { FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightIt.GetIndex()]; FVisibleLightViewInfo& VisibleLightViewInfo = View.VisibleLightInfos[LightIt.GetIndex()]; UE_LOG(LogRenderer, Display, TEXT(" Light %d/%d:"), LightIndex, Scene->Lights.Num()); for( int32 ShadowIndex = 0, ShadowCount = VisibleLightInfo.AllProjectedShadows.Num(); ShadowIndex < ShadowCount; ShadowIndex++ ) { FProjectedShadowInfo& ProjectedShadowInfo = *VisibleLightInfo.AllProjectedShadows[ShadowIndex]; if(VisibleLightViewInfo.bInViewFrustum) { UE_LOG(LogRenderer, Display, TEXT(" Shadow %d/%d: ShadowId=%d"), ShadowIndex, ShadowCount, ProjectedShadowInfo.ShadowId); UE_LOG(LogRenderer, Display, TEXT(" WholeSceneDir=%d SplitIndex=%d near=%f far=%f"), ProjectedShadowInfo.IsWholeSceneDirectionalShadow(), ProjectedShadowInfo.CascadeSettings.ShadowSplitIndex, ProjectedShadowInfo.CascadeSettings.SplitNear, ProjectedShadowInfo.CascadeSettings.SplitFar); UE_LOG(LogRenderer, Display, TEXT(" bDistField=%d bFarShadows=%d Bounds=%f,%f,%f,%f"), ProjectedShadowInfo.bRayTracedDistanceField, ProjectedShadowInfo.CascadeSettings.bFarShadowCascade, ProjectedShadowInfo.ShadowBounds.Center.X, ProjectedShadowInfo.ShadowBounds.Center.Y, ProjectedShadowInfo.ShadowBounds.Center.Z, ProjectedShadowInfo.ShadowBounds.W); UE_LOG(LogRenderer, Display, TEXT(" SplitFadeRegion=%f .. %f FadePlaneOffset=%f FadePlaneLength=%f"), ProjectedShadowInfo.CascadeSettings.SplitNearFadeRegion, ProjectedShadowInfo.CascadeSettings.SplitFarFadeRegion, ProjectedShadowInfo.CascadeSettings.FadePlaneOffset, ProjectedShadowInfo.CascadeSettings.FadePlaneLength); } } } } } #endif // !UE_BUILD_SHIPPING } void FSceneRenderer::GatherShadowDynamicMeshElements() { TArray ReusedViewsArray; ReusedViewsArray.AddZeroed(1); for (int32 AtlasIndex = 0; AtlasIndex < SortedShadowsForShadowDepthPass.ShadowMapAtlases.Num(); AtlasIndex++) { FSortedShadowMapAtlas& Atlas = SortedShadowsForShadowDepthPass.ShadowMapAtlases[AtlasIndex]; for (int32 ShadowIndex = 0; ShadowIndex < Atlas.Shadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = Atlas.Shadows[ShadowIndex]; FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[ProjectedShadowInfo->GetLightSceneInfo().Id]; ProjectedShadowInfo->GatherDynamicMeshElements(*this, VisibleLightInfo, ReusedViewsArray); } } for (int32 AtlasIndex = 0; AtlasIndex < SortedShadowsForShadowDepthPass.RSMAtlases.Num(); AtlasIndex++) { FSortedShadowMapAtlas& Atlas = SortedShadowsForShadowDepthPass.RSMAtlases[AtlasIndex]; for (int32 ShadowIndex = 0; ShadowIndex < Atlas.Shadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = Atlas.Shadows[ShadowIndex]; FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[ProjectedShadowInfo->GetLightSceneInfo().Id]; ProjectedShadowInfo->GatherDynamicMeshElements(*this, VisibleLightInfo, ReusedViewsArray); } } for (int32 AtlasIndex = 0; AtlasIndex < SortedShadowsForShadowDepthPass.ShadowMapCubemaps.Num(); AtlasIndex++) { FSortedShadowMapAtlas& Atlas = SortedShadowsForShadowDepthPass.ShadowMapCubemaps[AtlasIndex]; for (int32 ShadowIndex = 0; ShadowIndex < Atlas.Shadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = Atlas.Shadows[ShadowIndex]; FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[ProjectedShadowInfo->GetLightSceneInfo().Id]; ProjectedShadowInfo->GatherDynamicMeshElements(*this, VisibleLightInfo, ReusedViewsArray); } } for (int32 ShadowIndex = 0; ShadowIndex < SortedShadowsForShadowDepthPass.PreshadowCache.Shadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = SortedShadowsForShadowDepthPass.PreshadowCache.Shadows[ShadowIndex]; FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[ProjectedShadowInfo->GetLightSceneInfo().Id]; ProjectedShadowInfo->GatherDynamicMeshElements(*this, VisibleLightInfo, ReusedViewsArray); } for (int32 AtlasIndex = 0; AtlasIndex < SortedShadowsForShadowDepthPass.TranslucencyShadowMapAtlases.Num(); AtlasIndex++) { FSortedShadowMapAtlas& Atlas = SortedShadowsForShadowDepthPass.TranslucencyShadowMapAtlases[AtlasIndex]; for (int32 ShadowIndex = 0; ShadowIndex < Atlas.Shadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = Atlas.Shadows[ShadowIndex]; FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[ProjectedShadowInfo->GetLightSceneInfo().Id]; ProjectedShadowInfo->GatherDynamicMeshElements(*this, VisibleLightInfo, ReusedViewsArray); } } } inline void FSceneRenderer::GatherShadowsForPrimitiveInner( const FPrimitiveSceneInfoCompact& PrimitiveSceneInfoCompact, const TArray& PreShadows, const TArray& ViewDependentWholeSceneShadows, bool bStaticSceneOnly) { if(PrimitiveSceneInfoCompact.bCastDynamicShadow) { FPrimitiveSceneInfo* RESTRICT PrimitiveSceneInfo = PrimitiveSceneInfoCompact.PrimitiveSceneInfo; FPrimitiveSceneProxy* RESTRICT PrimitiveProxy = PrimitiveSceneInfoCompact.Proxy; const FBoxSphereBounds& PrimitiveBounds = PrimitiveSceneInfoCompact.Bounds; // Check if the primitive is a subject for any of the preshadows. // Only allow preshadows from lightmapped primitives that cast both dynamic and static shadows. if (PreShadows.Num() && PrimitiveProxy->CastsStaticShadow() && PrimitiveProxy->HasStaticLighting()) { for( int32 ShadowIndex = 0, Num = PreShadows.Num(); ShadowIndex < PreShadows.Num(); ShadowIndex++ ) { FProjectedShadowInfo* RESTRICT ProjectedShadowInfo = PreShadows[ShadowIndex]; // Check if this primitive is in the shadow's frustum. bool bInFrustum = ProjectedShadowInfo->CasterFrustum.IntersectBox( PrimitiveBounds.Origin, ProjectedShadowInfo->PreShadowTranslation, PrimitiveBounds.BoxExtent ); if( bInFrustum && ProjectedShadowInfo->GetLightSceneInfoCompact().AffectsPrimitive(PrimitiveSceneInfoCompact) ) { // Add this primitive to the shadow. ProjectedShadowInfo->AddSubjectPrimitive(PrimitiveSceneInfo, &Views, false); } } } if(PrimitiveSceneInfoCompact.bCastDynamicShadow || PrimitiveSceneInfoCompact.bAffectDynamicIndirectLighting ) { for(int32 ShadowIndex = 0, Num = ViewDependentWholeSceneShadows.Num();ShadowIndex < Num;ShadowIndex++) { FProjectedShadowInfo* RESTRICT ProjectedShadowInfo = ViewDependentWholeSceneShadows[ShadowIndex]; if ( ProjectedShadowInfo->bReflectiveShadowmap && !PrimitiveSceneInfoCompact.bAffectDynamicIndirectLighting ) { continue; } if ( !ProjectedShadowInfo->bReflectiveShadowmap && !PrimitiveSceneInfoCompact.bCastDynamicShadow ) { continue; } FLightSceneProxy* RESTRICT LightProxy = ProjectedShadowInfo->GetLightSceneInfo().Proxy; const FVector LightDirection = LightProxy->GetDirection(); const FVector PrimitiveToShadowCenter = ProjectedShadowInfo->ShadowBounds.Center - PrimitiveBounds.Origin; // Project the primitive's bounds origin onto the light vector const float ProjectedDistanceFromShadowOriginAlongLightDir = PrimitiveToShadowCenter | LightDirection; // Calculate the primitive's squared distance to the cylinder's axis const float PrimitiveDistanceFromCylinderAxisSq = (-LightDirection * ProjectedDistanceFromShadowOriginAlongLightDir + PrimitiveToShadowCenter).SizeSquared(); const float CombinedRadiusSq = FMath::Square(ProjectedShadowInfo->ShadowBounds.W + PrimitiveBounds.SphereRadius); // Include all primitives for movable lights, but only statically shadowed primitives from a light with static shadowing, // Since lights with static shadowing still create per-object shadows for primitives without static shadowing. if( (!LightProxy->HasStaticLighting() || (!ProjectedShadowInfo->GetLightSceneInfo().IsPrecomputedLightingValid() || LightProxy->UseCSMForDynamicObjects())) // Check if this primitive is in the shadow's cylinder && PrimitiveDistanceFromCylinderAxisSq < CombinedRadiusSq // Check if the primitive is closer than the cylinder cap toward the light // next line is commented as it breaks large world shadows, if this was meant to be an optimization we should think about a better solution //// && ProjectedDistanceFromShadowOriginAlongLightDir - PrimitiveBounds.SphereRadius < -ProjectedShadowInfo->MinPreSubjectZ // If the primitive is further along the cone axis than the shadow bounds origin, // Check if the primitive is inside the spherical cap of the cascade's bounds && !(ProjectedDistanceFromShadowOriginAlongLightDir < 0 && PrimitiveToShadowCenter.SizeSquared() > CombinedRadiusSq)) { const bool bInFrustum = ProjectedShadowInfo->CascadeSettings.ShadowBoundsAccurate.IntersectBox( PrimitiveBounds.Origin, PrimitiveBounds.BoxExtent ); if( bInFrustum ) { // Distance culling for RSMs float MinScreenRadiusForShadowCaster = GMinScreenRadiusForShadowCaster; if (ProjectedShadowInfo->bReflectiveShadowmap) { MinScreenRadiusForShadowCaster = GMinScreenRadiusForShadowCasterRSM; } bool bScreenSpaceSizeCulled = false; check( ProjectedShadowInfo->DependentView ); if ( ProjectedShadowInfo->DependentView ) { const float DistanceSquared = ( PrimitiveBounds.Origin - ProjectedShadowInfo->DependentView->ShadowViewMatrices.GetViewOrigin() ).SizeSquared(); bScreenSpaceSizeCulled = FMath::Square( PrimitiveBounds.SphereRadius ) < FMath::Square( MinScreenRadiusForShadowCaster ) * DistanceSquared * ProjectedShadowInfo->DependentView->LODDistanceFactorSquared; } if (ProjectedShadowInfo->GetLightSceneInfoCompact().AffectsPrimitive(PrimitiveSceneInfoCompact) // Exclude primitives that will create their own per-object shadow, except when rendering RSMs && ( !PrimitiveProxy->CastsInsetShadow() || ProjectedShadowInfo->bReflectiveShadowmap ) // Exclude primitives that will create a per-object shadow from a stationary light && !ShouldCreateObjectShadowForStationaryLight(&ProjectedShadowInfo->GetLightSceneInfo(), PrimitiveSceneInfo->Proxy, true) // Only render shadows from objects that use static lighting during a reflection capture, since the reflection capture doesn't update at runtime && (!bStaticSceneOnly || PrimitiveProxy->HasStaticLighting()) // Render dynamic lit objects if CSMForDynamicObjects is enabled. && (!LightProxy->UseCSMForDynamicObjects() || !PrimitiveProxy->HasStaticLighting()) && !bScreenSpaceSizeCulled ) { bool bRecordShadowSubjectsForMobile = false; if (Scene->GetShadingPath() == EShadingPath::Mobile) { static auto* CVarMobileEnableStaticAndCSMShadowReceivers = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.EnableStaticAndCSMShadowReceivers")); bRecordShadowSubjectsForMobile = CVarEnableCsmShaderCulling.GetValueOnRenderThread() && CVarMobileEnableStaticAndCSMShadowReceivers->GetValueOnRenderThread() && LightProxy->UseCSMForDynamicObjects(); } // Add this primitive to the shadow. ProjectedShadowInfo->AddSubjectPrimitive(PrimitiveSceneInfo, NULL, bRecordShadowSubjectsForMobile); } } } } } } } void FSceneRenderer::GatherShadowPrimitives( const TArray& PreShadows, const TArray& ViewDependentWholeSceneShadows, bool bStaticSceneOnly ) { SCOPE_CYCLE_COUNTER(STAT_GatherShadowPrimitivesTime); if(PreShadows.Num() || ViewDependentWholeSceneShadows.Num()) { for(int32 ShadowIndex = 0, Num = ViewDependentWholeSceneShadows.Num(); ShadowIndex < Num;ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = ViewDependentWholeSceneShadows[ShadowIndex]; checkSlow(ProjectedShadowInfo->DependentView); // Initialize the whole scene shadow's depth map with the shadow independent depth map from the view ProjectedShadowInfo->StaticMeshWholeSceneShadowDepthMap.Init(false,Scene->StaticMeshes.GetMaxIndex()); ProjectedShadowInfo->StaticMeshWholeSceneShadowBatchVisibility.AddZeroed(Scene->StaticMeshes.GetMaxIndex()); } QUICK_SCOPE_CYCLE_COUNTER(STAT_ShadowOctreeTraversal); // Find primitives that are in a shadow frustum in the octree. for(FScenePrimitiveOctree::TConstIterator PrimitiveOctreeIt(Scene->PrimitiveOctree); PrimitiveOctreeIt.HasPendingNodes(); PrimitiveOctreeIt.Advance()) { const FScenePrimitiveOctree::FNode& PrimitiveOctreeNode = PrimitiveOctreeIt.GetCurrentNode(); const FOctreeNodeContext& PrimitiveOctreeNodeContext = PrimitiveOctreeIt.GetCurrentContext(); { // Find children of this octree node that may contain relevant primitives. FOREACH_OCTREE_CHILD_NODE(ChildRef) { if(PrimitiveOctreeNode.HasChild(ChildRef)) { // Check that the child node is in the frustum for at least one shadow. const FOctreeNodeContext ChildContext = PrimitiveOctreeNodeContext.GetChildContext(ChildRef); bool bIsInFrustum = false; // Check for subjects of preshadows. if(!bIsInFrustum) { for(int32 ShadowIndex = 0, Num = PreShadows.Num(); ShadowIndex < Num; ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = PreShadows[ShadowIndex]; check(ProjectedShadowInfo->CasterFrustum.PermutedPlanes.Num()); // Check if this primitive is in the shadow's frustum. if(ProjectedShadowInfo->CasterFrustum.IntersectBox( ChildContext.Bounds.Center + ProjectedShadowInfo->PreShadowTranslation, ChildContext.Bounds.Extent )) { bIsInFrustum = true; break; } } } if (!bIsInFrustum) { for(int32 ShadowIndex = 0, Num = ViewDependentWholeSceneShadows.Num(); ShadowIndex < Num; ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = ViewDependentWholeSceneShadows[ShadowIndex]; //check(ProjectedShadowInfo->CasterFrustum.PermutedPlanes.Num()); // Check if this primitive is in the shadow's frustum. if(ProjectedShadowInfo->CasterFrustum.IntersectBox( ChildContext.Bounds.Center + ProjectedShadowInfo->PreShadowTranslation, ChildContext.Bounds.Extent )) { bIsInFrustum = true; break; } } } if(bIsInFrustum) { // If the child node was in the frustum of at least one preshadow, push it on // the iterator's pending node stack. PrimitiveOctreeIt.PushChild(ChildRef); } } } } // Check all the primitives in this octree node. for(FScenePrimitiveOctree::ElementConstIt NodePrimitiveIt(PrimitiveOctreeNode.GetElementIt());NodePrimitiveIt;++NodePrimitiveIt) { // gather the shadows for this one primitive GatherShadowsForPrimitiveInner(*NodePrimitiveIt, PreShadows, ViewDependentWholeSceneShadows, bStaticSceneOnly); } } for(int32 ShadowIndex = 0, Num = PreShadows.Num(); ShadowIndex < Num; ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = PreShadows[ShadowIndex]; //@todo - sort other shadow types' subject mesh elements? // Probably needed for good performance with non-dominant whole scene shadows (spotlightmovable) ProjectedShadowInfo->SortSubjectMeshElements(); } } } static bool NeedsUnatlasedCSMDepthsWorkaround(ERHIFeatureLevel::Type FeatureLevel) { // UE-42131: Excluding mobile from this, mobile renderer relies on the depth texture border. return GRHINeedsUnatlasedCSMDepthsWorkaround && (FeatureLevel >= ERHIFeatureLevel::SM4); } void FSceneRenderer::AddViewDependentWholeSceneShadowsForView( TArray& ShadowInfos, TArray& ShadowInfosThatNeedCulling, FVisibleLightInfo& VisibleLightInfo, FLightSceneInfo& LightSceneInfo) { SCOPE_CYCLE_COUNTER(STAT_AddViewDependentWholeSceneShadowsForView); // Allow each view to create a whole scene view dependent shadow for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { FViewInfo& View = Views[ViewIndex]; TArray > FadeAlphas; FadeAlphas.Init(0.0f, Views.Num()); FadeAlphas[ViewIndex] = 1.0f; if (View.StereoPass == eSSP_LEFT_EYE && Views.IsValidIndex(ViewIndex + 1) && Views[ViewIndex + 1].StereoPass == eSSP_RIGHT_EYE) { FadeAlphas[ViewIndex + 1] = 1.0f; } // If rendering in stereo mode we render shadow depths only for the left eye, but project for both eyes! if (View.StereoPass != eSSP_RIGHT_EYE) { const bool bExtraDistanceFieldCascade = LightSceneInfo.Proxy->ShouldCreateRayTracedCascade(View.GetFeatureLevel(), LightSceneInfo.IsPrecomputedLightingValid()); const int32 ProjectionCount = LightSceneInfo.Proxy->GetNumViewDependentWholeSceneShadows(View, LightSceneInfo.IsPrecomputedLightingValid()) + (bExtraDistanceFieldCascade?1:0); checkSlow(INDEX_NONE == -1); FSceneRenderTargets& SceneContext_ConstantsOnly = FSceneRenderTargets::Get_FrameConstantsOnly(); // todo: this code can be simplified by computing all the distances in one place - avoiding some redundant work and complexity for (int32 Index = 0; Index < ProjectionCount; Index++) { FWholeSceneProjectedShadowInitializer ProjectedShadowInitializer; int32 LocalIndex = Index; // Indexing like this puts the raytraced shadow cascade last (might not be needed) if(bExtraDistanceFieldCascade && LocalIndex + 1 == ProjectionCount) { LocalIndex = INDEX_NONE; } if (LightSceneInfo.Proxy->GetViewDependentWholeSceneProjectedShadowInitializer(View, LocalIndex, LightSceneInfo.IsPrecomputedLightingValid(), ProjectedShadowInitializer)) { const FIntPoint ShadowBufferResolution( FMath::Clamp(GetCachedScalabilityCVars().MaxCSMShadowResolution, 1, GMaxShadowDepthBufferSizeX), FMath::Clamp(GetCachedScalabilityCVars().MaxCSMShadowResolution, 1, GMaxShadowDepthBufferSizeY)); // Create the projected shadow info. FProjectedShadowInfo* ProjectedShadowInfo = new(FMemStack::Get(), 1, 16) FProjectedShadowInfo; uint32 ShadowBorder = NeedsUnatlasedCSMDepthsWorkaround(FeatureLevel) ? 0 : SHADOW_BORDER; ProjectedShadowInfo->SetupWholeSceneProjection( &LightSceneInfo, &View, ProjectedShadowInitializer, ShadowBufferResolution.X - ShadowBorder * 2, ShadowBufferResolution.Y - ShadowBorder * 2, ShadowBorder, false // no RSM ); ProjectedShadowInfo->FadeAlphas = FadeAlphas; FVisibleLightInfo& LightViewInfo = VisibleLightInfos[LightSceneInfo.Id]; VisibleLightInfo.MemStackProjectedShadows.Add(ProjectedShadowInfo); VisibleLightInfo.AllProjectedShadows.Add(ProjectedShadowInfo); ShadowInfos.Add(ProjectedShadowInfo); // Ray traced shadows use the GPU managed distance field object buffers, no CPU culling needed if (!ProjectedShadowInfo->bRayTracedDistanceField) { ShadowInfosThatNeedCulling.Add(ProjectedShadowInfo); } } } FSceneViewState* ViewState = (FSceneViewState*)View.State; if (ViewState) { FLightPropagationVolume* LightPropagationVolume = ViewState->GetLightPropagationVolume(View.GetFeatureLevel()); FLightPropagationVolumeSettings& LPVSettings = View.FinalPostProcessSettings.BlendableManager.GetSingleFinalData(); if (LightPropagationVolume && LightPropagationVolume->bInitialized && LPVSettings.LPVIntensity > 0) { // Generate the RSM shadow info FWholeSceneProjectedShadowInitializer ProjectedShadowInitializer; FLightPropagationVolume& Lpv = *LightPropagationVolume; if (LightSceneInfo.Proxy->GetViewDependentRsmWholeSceneProjectedShadowInitializer(View, Lpv.GetBoundingBox(), ProjectedShadowInitializer)) { // moved out from the FProjectedShadowInfo constructor ProjectedShadowInitializer.CascadeSettings.ShadowSplitIndex = 0; const int32 ShadowBufferResolution = SceneContext_ConstantsOnly.GetReflectiveShadowMapResolution(); // Create the projected shadow info. FProjectedShadowInfo* ProjectedShadowInfo = new(FMemStack::Get(), 1, 16) FProjectedShadowInfo; ProjectedShadowInfo->SetupWholeSceneProjection( &LightSceneInfo, &View, ProjectedShadowInitializer, ShadowBufferResolution, ShadowBufferResolution, 0, true); // RSM FVisibleLightInfo& LightViewInfo = VisibleLightInfos[LightSceneInfo.Id]; VisibleLightInfo.MemStackProjectedShadows.Add(ProjectedShadowInfo); VisibleLightInfo.AllProjectedShadows.Add(ProjectedShadowInfo); ShadowInfos.Add(ProjectedShadowInfo); // or separate list? // Ray traced shadows use the GPU managed distance field object buffers, no CPU culling needed if (!ProjectedShadowInfo->bRayTracedDistanceField) { ShadowInfosThatNeedCulling.Add(ProjectedShadowInfo); } } } } } } } void FSceneRenderer::AllocateShadowDepthTargets(FRHICommandListImmediate& RHICmdList) { FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList); // Sort visible shadows based on their allocation needs // 2d shadowmaps for this frame only that can be atlased across lights TArray Shadows; // 2d shadowmaps that will persist across frames, can't be atlased TArray CachedSpotlightShadows; TArray TranslucentShadows; // 2d shadowmaps that persist across frames TArray CachedPreShadows; TArray RSMShadows; // Cubemaps, can't be atlased TArray WholeScenePointShadows; for (TSparseArray::TConstIterator LightIt(Scene->Lights); LightIt; ++LightIt) { const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt; FLightSceneInfo* LightSceneInfo = LightSceneInfoCompact.LightSceneInfo; FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id]; // All cascades for a light need to be in the same texture TArray WholeSceneDirectionalShadows; for (int32 ShadowIndex = 0; ShadowIndex < VisibleLightInfo.AllProjectedShadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = VisibleLightInfo.AllProjectedShadows[ShadowIndex]; // Check that the shadow is visible in at least one view before rendering it. bool bShadowIsVisible = false; for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { FViewInfo& View = Views[ViewIndex]; if (ProjectedShadowInfo->DependentView && ProjectedShadowInfo->DependentView != &View) { continue; } const FVisibleLightViewInfo& VisibleLightViewInfo = View.VisibleLightInfos[LightSceneInfo->Id]; const FPrimitiveViewRelevance ViewRelevance = VisibleLightViewInfo.ProjectedShadowViewRelevanceMap[ShadowIndex]; const bool bHasViewRelevance = (ProjectedShadowInfo->bTranslucentShadow && ViewRelevance.HasTranslucency()) || (!ProjectedShadowInfo->bTranslucentShadow && ViewRelevance.bOpaqueRelevance); bShadowIsVisible |= bHasViewRelevance && VisibleLightViewInfo.ProjectedShadowVisibilityMap[ShadowIndex]; } if (ProjectedShadowInfo->CacheMode == SDCM_MovablePrimitivesOnly && !ProjectedShadowInfo->HasSubjectPrims()) { FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id); // A shadowmap for movable primitives when there are no movable primitives would normally read directly from the cached shadowmap // However if the cached shadowmap also had no primitives then we need to skip rendering the shadow entirely if (!CachedShadowMapData.bCachedShadowMapHasPrimitives) { bShadowIsVisible = false; } } if (FeatureLevel < ERHIFeatureLevel::SM4 // Mobile renderer only supports opaque per-object shadows or CSM && (!ProjectedShadowInfo->bPerObjectOpaqueShadow && !(ProjectedShadowInfo->bDirectionalLight && ProjectedShadowInfo->bWholeSceneShadow))) { bShadowIsVisible = false; } if (IsForwardShadingEnabled(FeatureLevel) && ProjectedShadowInfo->GetLightSceneInfo().GetDynamicShadowMapChannel() == -1) { // With forward shading, dynamic shadows are projected into channels of the light attenuation texture based on their assigned DynamicShadowMapChannel bShadowIsVisible = false; } if (bShadowIsVisible) { // Visible shadow stats if (ProjectedShadowInfo->bReflectiveShadowmap) { INC_DWORD_STAT(STAT_ReflectiveShadowMaps); } else if (ProjectedShadowInfo->bWholeSceneShadow) { INC_DWORD_STAT(STAT_WholeSceneShadows); if (ProjectedShadowInfo->CacheMode == SDCM_MovablePrimitivesOnly) { INC_DWORD_STAT(STAT_CachedWholeSceneShadows); } } else if (ProjectedShadowInfo->bPreShadow) { INC_DWORD_STAT(STAT_PreShadows); } else { INC_DWORD_STAT(STAT_PerObjectShadows); } bool bNeedsProjection = ProjectedShadowInfo->CacheMode != SDCM_StaticPrimitivesOnly // Mobile rendering only projects opaque per object shadows. && (FeatureLevel >= ERHIFeatureLevel::SM4 || ProjectedShadowInfo->bPerObjectOpaqueShadow); extern int32 GCapsuleShadows; const bool bIsCapsuleShadow = GCapsuleShadows && ProjectedShadowInfo->bCapsuleShadow; if (bNeedsProjection) { if (ProjectedShadowInfo->bReflectiveShadowmap) { VisibleLightInfo.RSMsToProject.Add(ProjectedShadowInfo); } else if (bIsCapsuleShadow) { VisibleLightInfo.CapsuleShadowsToProject.Add(ProjectedShadowInfo); } else { VisibleLightInfo.ShadowsToProject.Add(ProjectedShadowInfo); } } const bool bNeedsShadowmapSetup = !bIsCapsuleShadow && !ProjectedShadowInfo->bRayTracedDistanceField; if (bNeedsShadowmapSetup) { if (ProjectedShadowInfo->bReflectiveShadowmap) { check(ProjectedShadowInfo->bWholeSceneShadow); RSMShadows.Add(ProjectedShadowInfo); } else if (ProjectedShadowInfo->bPreShadow && ProjectedShadowInfo->bAllocatedInPreshadowCache) { CachedPreShadows.Add(ProjectedShadowInfo); } else if (ProjectedShadowInfo->bDirectionalLight && ProjectedShadowInfo->bWholeSceneShadow) { WholeSceneDirectionalShadows.Add(ProjectedShadowInfo); } else if (ProjectedShadowInfo->bOnePassPointLightShadow) { WholeScenePointShadows.Add(ProjectedShadowInfo); } else if (ProjectedShadowInfo->bTranslucentShadow) { TranslucentShadows.Add(ProjectedShadowInfo); } else if (ProjectedShadowInfo->CacheMode == SDCM_StaticPrimitivesOnly) { check(ProjectedShadowInfo->bWholeSceneShadow); CachedSpotlightShadows.Add(ProjectedShadowInfo); } else { Shadows.Add(ProjectedShadowInfo); } } } // Sort cascades, this is needed for blending between cascades to work VisibleLightInfo.ShadowsToProject.Sort(FCompareFProjectedShadowInfoBySplitIndex()); VisibleLightInfo.RSMsToProject.Sort(FCompareFProjectedShadowInfoBySplitIndex()); } AllocateCSMDepthTargets(RHICmdList, WholeSceneDirectionalShadows); } if (CachedPreShadows.Num() > 0) { if (!Scene->PreShadowCacheDepthZ) { FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(SceneContext.GetPreShadowCacheTextureResolution(), PF_ShadowDepth, FClearValueBinding::None, TexCreate_None, TexCreate_DepthStencilTargetable, false)); Desc.AutoWritable = false; GRenderTargetPool.FindFreeElement(RHICmdList, Desc, Scene->PreShadowCacheDepthZ, TEXT("PreShadowCacheDepthZ")); } SortedShadowsForShadowDepthPass.PreshadowCache.RenderTargets.DepthTarget = Scene->PreShadowCacheDepthZ; for (int32 ShadowIndex = 0; ShadowIndex < CachedPreShadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = CachedPreShadows[ShadowIndex]; ProjectedShadowInfo->RenderTargets.DepthTarget = Scene->PreShadowCacheDepthZ.GetReference(); // Note: adding preshadows whose depths are cached so that GatherDynamicMeshElements // will still happen, which is necessary for preshadow receiver stenciling ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this); SortedShadowsForShadowDepthPass.PreshadowCache.Shadows.Add(ProjectedShadowInfo); } } AllocateOnePassPointLightDepthTargets(RHICmdList, WholeScenePointShadows); AllocateRSMDepthTargets(RHICmdList, RSMShadows); AllocateCachedSpotlightShadowDepthTargets(RHICmdList, CachedSpotlightShadows); AllocatePerObjectShadowDepthTargets(RHICmdList, Shadows); AllocateTranslucentShadowDepthTargets(RHICmdList, TranslucentShadows); // Remove cache entries that haven't been used in a while for (TMap::TIterator CachedShadowMapIt(Scene->CachedShadowMaps); CachedShadowMapIt; ++CachedShadowMapIt) { FCachedShadowMapData& ShadowMapData = CachedShadowMapIt.Value(); if (ShadowMapData.ShadowMap.IsValid() && ViewFamily.CurrentRealTime - ShadowMapData.LastUsedTime > 2.0f) { ShadowMapData.ShadowMap.Release(); } } SET_MEMORY_STAT(STAT_CachedShadowmapMemory, Scene->GetCachedWholeSceneShadowMapsSize()); SET_MEMORY_STAT(STAT_ShadowmapAtlasMemory, SortedShadowsForShadowDepthPass.ComputeMemorySize()); } void FSceneRenderer::AllocatePerObjectShadowDepthTargets(FRHICommandListImmediate& RHICmdList, TArray& Shadows) { if (Shadows.Num() > 0) { FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList); const FIntPoint ShadowBufferResolution = SceneContext.GetShadowDepthTextureResolution(); int32 OriginalNumAtlases = SortedShadowsForShadowDepthPass.ShadowMapAtlases.Num(); FTextureLayout CurrentShadowLayout(1, 1, ShadowBufferResolution.X, ShadowBufferResolution.Y, false, false, false); FPooledRenderTargetDesc ShadowMapDesc2D = FPooledRenderTargetDesc::Create2DDesc(ShadowBufferResolution, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable, false); // Sort the projected shadows by resolution. Shadows.Sort(FCompareFProjectedShadowInfoByResolution()); for (int32 ShadowIndex = 0; ShadowIndex < Shadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = Shadows[ShadowIndex]; // Atlased shadows need a border check(ProjectedShadowInfo->BorderSize != 0); check(!ProjectedShadowInfo->bAllocated); if (ProjectedShadowInfo->CacheMode == SDCM_MovablePrimitivesOnly && !ProjectedShadowInfo->HasSubjectPrims()) { FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id); ProjectedShadowInfo->X = ProjectedShadowInfo->Y = 0; ProjectedShadowInfo->bAllocated = true; // Skip the shadow depth pass since there are no movable primitives to composite, project from the cached shadowmap directly which contains static primitive depths ProjectedShadowInfo->RenderTargets.DepthTarget = CachedShadowMapData.ShadowMap.DepthTarget; } else { if (SortedShadowsForShadowDepthPass.ShadowMapAtlases.Num() == OriginalNumAtlases) { // Start with an empty atlas for per-object shadows (don't allow packing object shadows into the CSM atlas atm) SortedShadowsForShadowDepthPass.ShadowMapAtlases.AddDefaulted(); } if (CurrentShadowLayout.AddElement( ProjectedShadowInfo->X, ProjectedShadowInfo->Y, ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2, ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2) ) { ProjectedShadowInfo->bAllocated = true; } else { CurrentShadowLayout = FTextureLayout(1, 1, ShadowBufferResolution.X, ShadowBufferResolution.Y, false, false, false); SortedShadowsForShadowDepthPass.ShadowMapAtlases.AddDefaulted(); if (CurrentShadowLayout.AddElement( ProjectedShadowInfo->X, ProjectedShadowInfo->Y, ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2, ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2) ) { ProjectedShadowInfo->bAllocated = true; } } check(ProjectedShadowInfo->bAllocated); FSortedShadowMapAtlas& ShadowMapAtlas = SortedShadowsForShadowDepthPass.ShadowMapAtlases.Last(); if (!ShadowMapAtlas.RenderTargets.DepthTarget) { GRenderTargetPool.FindFreeElement(RHICmdList, ShadowMapDesc2D, ShadowMapAtlas.RenderTargets.DepthTarget, TEXT("ShadowDepthAtlas")); } ProjectedShadowInfo->RenderTargets.DepthTarget = ShadowMapAtlas.RenderTargets.DepthTarget.GetReference(); ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this); ShadowMapAtlas.Shadows.Add(ProjectedShadowInfo); } } } } void FSceneRenderer::AllocateCachedSpotlightShadowDepthTargets(FRHICommandListImmediate& RHICmdList, TArray& CachedSpotlightShadows) { for (int32 ShadowIndex = 0; ShadowIndex < CachedSpotlightShadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = CachedSpotlightShadows[ShadowIndex]; SortedShadowsForShadowDepthPass.ShadowMapAtlases.AddDefaulted(); FSortedShadowMapAtlas& ShadowMap = SortedShadowsForShadowDepthPass.ShadowMapAtlases.Last(); FIntPoint ShadowResolution(ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2, ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2); FPooledRenderTargetDesc ShadowMapDesc2D = FPooledRenderTargetDesc::Create2DDesc(ShadowResolution, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable, false); GRenderTargetPool.FindFreeElement(RHICmdList, ShadowMapDesc2D, ShadowMap.RenderTargets.DepthTarget, TEXT("CachedShadowDepthMap")); check(ProjectedShadowInfo->CacheMode == SDCM_StaticPrimitivesOnly); FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id); CachedShadowMapData.ShadowMap.DepthTarget = ShadowMap.RenderTargets.DepthTarget; ProjectedShadowInfo->X = ProjectedShadowInfo->Y = 0; ProjectedShadowInfo->bAllocated = true; ProjectedShadowInfo->RenderTargets.DepthTarget = ShadowMap.RenderTargets.DepthTarget.GetReference(); ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this); ShadowMap.Shadows.Add(ProjectedShadowInfo); } } /** * Helper function to get the name of a CSM rendertarget, keeping the pointers around (this is required by the rendertarget pool) * @param ShadowMapIndex - the index of the shadow map cascade */ const TCHAR* GetCSMRenderTargetName(int32 ShadowMapIndex) { // Render target names require string pointers not to be released, so we cache them in a static array and grow as necessary static TArray ShadowmapNames; while (ShadowmapNames.Num() < ShadowMapIndex + 1) { if (ShadowMapIndex == 0) { ShadowmapNames.Add(new FString(TEXT("WholeSceneShadowmap"))); } else { ShadowmapNames.Add(new FString(FString::Printf(TEXT("WholeSceneShadowmap%d"), ShadowmapNames.Num()))); } } return **ShadowmapNames[ShadowMapIndex]; } struct FLayoutAndAssignedShadows { FLayoutAndAssignedShadows(int32 MaxTextureSize) : TextureLayout(1, 1, MaxTextureSize, MaxTextureSize, false, false, false) {} FTextureLayout TextureLayout; TArray Shadows; }; void FSceneRenderer::AllocateCSMDepthTargets(FRHICommandListImmediate& RHICmdList, const TArray& WholeSceneDirectionalShadows) { if (WholeSceneDirectionalShadows.Num() > 0) { const bool bAllowAtlasing = !NeedsUnatlasedCSMDepthsWorkaround(FeatureLevel); const int32 MaxTextureSize = 1 << (GMaxTextureMipCount - 1); TArray Layouts; Layouts.Add(FLayoutAndAssignedShadows(MaxTextureSize)); for (int32 ShadowIndex = 0; ShadowIndex < WholeSceneDirectionalShadows.Num(); ShadowIndex++) { if (!bAllowAtlasing && ShadowIndex > 0) { Layouts.Add(FLayoutAndAssignedShadows(MaxTextureSize)); } FProjectedShadowInfo* ProjectedShadowInfo = WholeSceneDirectionalShadows[ShadowIndex]; // Atlased shadows need a border check(!bAllowAtlasing || ProjectedShadowInfo->BorderSize != 0); check(!ProjectedShadowInfo->bAllocated); if (Layouts.Last().TextureLayout.AddElement( ProjectedShadowInfo->X, ProjectedShadowInfo->Y, ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2, ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2) ) { ProjectedShadowInfo->bAllocated = true; Layouts.Last().Shadows.Add(ProjectedShadowInfo); } } for (int32 LayoutIndex = 0; LayoutIndex < Layouts.Num(); LayoutIndex++) { const FLayoutAndAssignedShadows& CurrentLayout = Layouts[LayoutIndex]; SortedShadowsForShadowDepthPass.ShadowMapAtlases.AddDefaulted(); FSortedShadowMapAtlas& ShadowMapAtlas = SortedShadowsForShadowDepthPass.ShadowMapAtlases.Last(); FIntPoint WholeSceneAtlasSize(CurrentLayout.TextureLayout.GetSizeX(), CurrentLayout.TextureLayout.GetSizeY()); FPooledRenderTargetDesc WholeSceneShadowMapDesc2D(FPooledRenderTargetDesc::Create2DDesc(WholeSceneAtlasSize, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable, false)); GRenderTargetPool.FindFreeElement(RHICmdList, WholeSceneShadowMapDesc2D, ShadowMapAtlas.RenderTargets.DepthTarget, GetCSMRenderTargetName(LayoutIndex)); for (int32 ShadowIndex = 0; ShadowIndex < CurrentLayout.Shadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = CurrentLayout.Shadows[ShadowIndex]; if (ProjectedShadowInfo->bAllocated) { ProjectedShadowInfo->RenderTargets.DepthTarget = ShadowMapAtlas.RenderTargets.DepthTarget.GetReference(); ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this); ShadowMapAtlas.Shadows.Add(ProjectedShadowInfo); } } } } } void FSceneRenderer::AllocateRSMDepthTargets(FRHICommandListImmediate& RHICmdList, const TArray& RSMShadows) { if (RSMShadows.Num() > 0 && FeatureLevel >= ERHIFeatureLevel::SM5) { const int32 MaxTextureSize = 1 << (GMaxTextureMipCount - 1); FTextureLayout ShadowLayout(1, 1, MaxTextureSize, MaxTextureSize, false, false, false); for (int32 ShadowIndex = 0; ShadowIndex < RSMShadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = RSMShadows[ShadowIndex]; check(ProjectedShadowInfo->BorderSize == 0); check(!ProjectedShadowInfo->bAllocated); if (ShadowLayout.AddElement( ProjectedShadowInfo->X, ProjectedShadowInfo->Y, ProjectedShadowInfo->ResolutionX, ProjectedShadowInfo->ResolutionY) ) { ProjectedShadowInfo->bAllocated = true; } } SortedShadowsForShadowDepthPass.RSMAtlases.AddDefaulted(); FSortedShadowMapAtlas& ShadowMapAtlas = SortedShadowsForShadowDepthPass.RSMAtlases.Last(); ShadowMapAtlas.RenderTargets.ColorTargets.Empty(2); ShadowMapAtlas.RenderTargets.ColorTargets.AddDefaulted(2); FIntPoint WholeSceneAtlasSize(ShadowLayout.GetSizeX(), ShadowLayout.GetSizeY()); { FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(WholeSceneAtlasSize, PF_R8G8B8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false)); GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ShadowMapAtlas.RenderTargets.ColorTargets[0], TEXT("RSMNormal")); } { FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(WholeSceneAtlasSize, PF_FloatR11G11B10, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false)); GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ShadowMapAtlas.RenderTargets.ColorTargets[1], TEXT("RSMDiffuse")); } { FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(WholeSceneAtlasSize, PF_DepthStencil, FClearValueBinding::None, TexCreate_None, TexCreate_DepthStencilTargetable, false)); GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ShadowMapAtlas.RenderTargets.DepthTarget, TEXT("RSMDepth")); } for (int32 ShadowIndex = 0; ShadowIndex < RSMShadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = RSMShadows[ShadowIndex]; if (ProjectedShadowInfo->bAllocated) { ProjectedShadowInfo->RenderTargets.ColorTargets.Empty(ShadowMapAtlas.RenderTargets.ColorTargets.Num()); ProjectedShadowInfo->RenderTargets.ColorTargets.AddDefaulted(ShadowMapAtlas.RenderTargets.ColorTargets.Num()); for (int32 TargetIndex = 0; TargetIndex < ShadowMapAtlas.RenderTargets.ColorTargets.Num(); TargetIndex++) { ProjectedShadowInfo->RenderTargets.ColorTargets[TargetIndex] = ShadowMapAtlas.RenderTargets.ColorTargets[TargetIndex].GetReference(); } ProjectedShadowInfo->RenderTargets.DepthTarget = ShadowMapAtlas.RenderTargets.DepthTarget.GetReference(); ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this); ShadowMapAtlas.Shadows.Add(ProjectedShadowInfo); } } } } void FSceneRenderer::AllocateOnePassPointLightDepthTargets(FRHICommandListImmediate& RHICmdList, const TArray& WholeScenePointShadows) { if (FeatureLevel >= ERHIFeatureLevel::SM4) { for (int32 ShadowIndex = 0; ShadowIndex < WholeScenePointShadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = WholeScenePointShadows[ShadowIndex]; check(ProjectedShadowInfo->BorderSize == 0); if (ProjectedShadowInfo->CacheMode == SDCM_MovablePrimitivesOnly && !ProjectedShadowInfo->HasSubjectPrims()) { FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id); ProjectedShadowInfo->X = ProjectedShadowInfo->Y = 0; ProjectedShadowInfo->bAllocated = true; // Skip the shadow depth pass since there are no movable primitives to composite, project from the cached shadowmap directly which contains static primitive depths check(CachedShadowMapData.ShadowMap.IsValid()); ProjectedShadowInfo->RenderTargets.DepthTarget = CachedShadowMapData.ShadowMap.DepthTarget; } else { SortedShadowsForShadowDepthPass.ShadowMapCubemaps.AddDefaulted(); FSortedShadowMapAtlas& ShadowMapCubemap = SortedShadowsForShadowDepthPass.ShadowMapCubemaps.Last(); FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::CreateCubemapDesc(ProjectedShadowInfo->ResolutionX, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable | TexCreate_NoFastClear, false)); GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ShadowMapCubemap.RenderTargets.DepthTarget, TEXT("CubeShadowDepthZ")); if (ProjectedShadowInfo->CacheMode == SDCM_StaticPrimitivesOnly) { FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id); CachedShadowMapData.ShadowMap.DepthTarget = ShadowMapCubemap.RenderTargets.DepthTarget; } ProjectedShadowInfo->X = ProjectedShadowInfo->Y = 0; ProjectedShadowInfo->bAllocated = true; ProjectedShadowInfo->RenderTargets.DepthTarget = ShadowMapCubemap.RenderTargets.DepthTarget.GetReference(); ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this); ShadowMapCubemap.Shadows.Add(ProjectedShadowInfo); } } } } // for easier use of "VisualizeTexture" TCHAR* const GetTranslucencyShadowTransmissionName(uint32 Id) { // (TCHAR*) for non VisualStudio switch(Id) { case 0: return (TCHAR*)TEXT("TranslucencyShadowTransmission0"); case 1: return (TCHAR*)TEXT("TranslucencyShadowTransmission1"); default: check(0); } return (TCHAR*)TEXT("InvalidName"); } void FSceneRenderer::AllocateTranslucentShadowDepthTargets(FRHICommandListImmediate& RHICmdList, TArray& TranslucentShadows) { if (TranslucentShadows.Num() > 0 && FeatureLevel >= ERHIFeatureLevel::SM4) { FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList); const FIntPoint TranslucentShadowBufferResolution = SceneContext.GetTranslucentShadowDepthTextureResolution(); // Start with an empty atlas for per-object shadows (don't allow packing object shadows into the CSM atlas atm) SortedShadowsForShadowDepthPass.TranslucencyShadowMapAtlases.AddDefaulted(); FTextureLayout CurrentShadowLayout(1, 1, TranslucentShadowBufferResolution.X, TranslucentShadowBufferResolution.Y, false, false, false); // Sort the projected shadows by resolution. TranslucentShadows.Sort(FCompareFProjectedShadowInfoByResolution()); for (int32 ShadowIndex = 0; ShadowIndex < TranslucentShadows.Num(); ShadowIndex++) { FProjectedShadowInfo* ProjectedShadowInfo = TranslucentShadows[ShadowIndex]; check(ProjectedShadowInfo->BorderSize != 0); check(!ProjectedShadowInfo->bAllocated); if (CurrentShadowLayout.AddElement( ProjectedShadowInfo->X, ProjectedShadowInfo->Y, ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2, ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2) ) { ProjectedShadowInfo->bAllocated = true; } else { CurrentShadowLayout = FTextureLayout(1, 1, TranslucentShadowBufferResolution.X, TranslucentShadowBufferResolution.Y, false, false, false); SortedShadowsForShadowDepthPass.TranslucencyShadowMapAtlases.AddDefaulted(); if (CurrentShadowLayout.AddElement( ProjectedShadowInfo->X, ProjectedShadowInfo->Y, ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2, ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2) ) { ProjectedShadowInfo->bAllocated = true; } } check(ProjectedShadowInfo->bAllocated); FSortedShadowMapAtlas& ShadowMapAtlas = SortedShadowsForShadowDepthPass.TranslucencyShadowMapAtlases.Last(); if (ShadowMapAtlas.RenderTargets.ColorTargets.Num() == 0) { ShadowMapAtlas.RenderTargets.ColorTargets.Empty(NumTranslucencyShadowSurfaces); ShadowMapAtlas.RenderTargets.ColorTargets.AddDefaulted(NumTranslucencyShadowSurfaces); for (int32 SurfaceIndex = 0; SurfaceIndex < NumTranslucencyShadowSurfaces; SurfaceIndex++) { // Using PF_FloatRGBA because Fourier coefficients used by Fourier opacity maps have a large range and can be negative FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(TranslucentShadowBufferResolution, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false)); GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ShadowMapAtlas.RenderTargets.ColorTargets[SurfaceIndex], GetTranslucencyShadowTransmissionName(SurfaceIndex)); } } ProjectedShadowInfo->RenderTargets.ColorTargets.Empty(NumTranslucencyShadowSurfaces); ProjectedShadowInfo->RenderTargets.ColorTargets.AddDefaulted(NumTranslucencyShadowSurfaces); for (int32 TargetIndex = 0; TargetIndex < ShadowMapAtlas.RenderTargets.ColorTargets.Num(); TargetIndex++) { ProjectedShadowInfo->RenderTargets.ColorTargets[TargetIndex] = ShadowMapAtlas.RenderTargets.ColorTargets[TargetIndex].GetReference(); } ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this); ShadowMapAtlas.Shadows.Add(ProjectedShadowInfo); } } } void FSceneRenderer::InitDynamicShadows(FRHICommandListImmediate& RHICmdList) { SCOPE_CYCLE_COUNTER(STAT_DynamicShadowSetupTime); const bool bMobile = FeatureLevel < ERHIFeatureLevel::SM4; bool bStaticSceneOnly = false; for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { FViewInfo& View = Views[ViewIndex]; bStaticSceneOnly = bStaticSceneOnly || View.bStaticSceneOnly; } const bool bProjectEnablePointLightShadows = Scene->ReadOnlyCVARCache.bEnablePointLightShadows; TArray PreShadows; TArray ViewDependentWholeSceneShadows; TArray ViewDependentWholeSceneShadowsThatNeedCulling; { SCOPE_CYCLE_COUNTER(STAT_InitDynamicShadowsTime); for (TSparseArray::TConstIterator LightIt(Scene->Lights); LightIt; ++LightIt) { const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt; FLightSceneInfo* LightSceneInfo = LightSceneInfoCompact.LightSceneInfo; FScopeCycleCounter Context(LightSceneInfo->Proxy->GetStatId()); FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id]; // Only consider lights that may have shadows. if ((LightSceneInfoCompact.bCastStaticShadow || LightSceneInfoCompact.bCastDynamicShadow) && GetShadowQuality() > 0) { // see if the light is visible in any view bool bIsVisibleInAnyView = false; for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { // View frustums are only checked when lights have visible primitives or have modulated shadows, // so we don't need to check for that again here bIsVisibleInAnyView = LightSceneInfo->ShouldRenderLight(Views[ViewIndex]); if (bIsVisibleInAnyView) { break; } } if (bIsVisibleInAnyView) { static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting")); const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnRenderThread() != 0); // Only create whole scene shadows for lights that don't precompute shadowing (movable lights) const bool bShouldCreateShadowForMovableLight = LightSceneInfoCompact.bCastDynamicShadow && (!LightSceneInfo->Proxy->HasStaticShadowing() || !bAllowStaticLighting); const bool bCreateShadowForMovableLight = bShouldCreateShadowForMovableLight && (LightSceneInfoCompact.LightType != LightType_Point || bProjectEnablePointLightShadows); // Also create a whole scene shadow for lights with precomputed shadows that are unbuilt const bool bShouldCreateShadowToPreviewStaticLight = LightSceneInfo->Proxy->HasStaticShadowing() && LightSceneInfoCompact.bCastStaticShadow && !LightSceneInfo->IsPrecomputedLightingValid(); const bool bCreateShadowToPreviewStaticLight = bShouldCreateShadowToPreviewStaticLight && (LightSceneInfoCompact.LightType != LightType_Point || bProjectEnablePointLightShadows); // Create a whole scene shadow for lights that want static shadowing but didn't get assigned to a valid shadowmap channel due to overlap const bool bShouldCreateShadowForOverflowStaticShadowing = LightSceneInfo->Proxy->HasStaticShadowing() && !LightSceneInfo->Proxy->HasStaticLighting() && LightSceneInfoCompact.bCastStaticShadow && LightSceneInfo->IsPrecomputedLightingValid() && LightSceneInfo->Proxy->GetShadowMapChannel() == INDEX_NONE; const bool bCreateShadowForOverflowStaticShadowing = bShouldCreateShadowForOverflowStaticShadowing && (LightSceneInfoCompact.LightType != LightType_Point || bProjectEnablePointLightShadows); const bool bPointLightWholeSceneShadow = (bShouldCreateShadowForMovableLight || bShouldCreateShadowForOverflowStaticShadowing || bShouldCreateShadowToPreviewStaticLight) && LightSceneInfoCompact.LightType == LightType_Point; if (bPointLightWholeSceneShadow) { UsedWholeScenePointLightNames.Add(LightSceneInfoCompact.LightSceneInfo->Proxy->GetComponentName()); } if (bCreateShadowForMovableLight || bCreateShadowToPreviewStaticLight || bCreateShadowForOverflowStaticShadowing) { // Try to create a whole scene projected shadow. CreateWholeSceneProjectedShadow(LightSceneInfo); } // Allow movable and stationary lights to create CSM, or static lights that are unbuilt if ((!LightSceneInfo->Proxy->HasStaticLighting() && LightSceneInfoCompact.bCastDynamicShadow) || bCreateShadowToPreviewStaticLight) { static_assert(ARRAY_COUNT(Scene->MobileDirectionalLights) == 3, "All array entries for MobileDirectionalLights must be checked"); if( !bMobile || ((LightSceneInfo->Proxy->UseCSMForDynamicObjects() || LightSceneInfo->Proxy->IsMovable()) // Mobile uses the scene's MobileDirectionalLights only for whole scene shadows. && (LightSceneInfo == Scene->MobileDirectionalLights[0] || LightSceneInfo == Scene->MobileDirectionalLights[1] || LightSceneInfo == Scene->MobileDirectionalLights[2]))) { AddViewDependentWholeSceneShadowsForView(ViewDependentWholeSceneShadows, ViewDependentWholeSceneShadowsThatNeedCulling, VisibleLightInfo, *LightSceneInfo); } if( !bMobile || (LightSceneInfo->Proxy->CastsModulatedShadows() && !LightSceneInfo->Proxy->UseCSMForDynamicObjects())) { // Look for individual primitives with a dynamic shadow. for (FLightPrimitiveInteraction* Interaction = LightSceneInfo->DynamicInteractionOftenMovingPrimitiveList; Interaction; Interaction = Interaction->GetNextPrimitive() ) { SetupInteractionShadows(RHICmdList, Interaction, VisibleLightInfo, bStaticSceneOnly, ViewDependentWholeSceneShadows, PreShadows); } for (FLightPrimitiveInteraction* Interaction = LightSceneInfo->DynamicInteractionStaticPrimitiveList; Interaction; Interaction = Interaction->GetNextPrimitive() ) { SetupInteractionShadows(RHICmdList, Interaction, VisibleLightInfo, bStaticSceneOnly, ViewDependentWholeSceneShadows, PreShadows); } } } } } } // Calculate visibility of the projected shadows. InitProjectedShadowVisibility(RHICmdList); } // Clear old preshadows and attempt to add new ones to the cache UpdatePreshadowCache(FSceneRenderTargets::Get(RHICmdList)); // Gathers the list of primitives used to draw various shadow types GatherShadowPrimitives(PreShadows, ViewDependentWholeSceneShadowsThatNeedCulling, bStaticSceneOnly); AllocateShadowDepthTargets(RHICmdList); // Generate mesh element arrays from shadow primitive arrays GatherShadowDynamicMeshElements(); }