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Controls the amount of temporal dither filtering applied to shadows for this light. Higher filtering can be used to hide aliasing from low-res shadows while lower filtering can be used to limit any filtering when we require crisp, detailed, high-res shadows. #rb andrew.lauritzen #jira UE-197815 [CL 31489434 by wouter dek in 5.4 branch]
100 lines
4.6 KiB
Plaintext
100 lines
4.6 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "../LargeWorldCoordinates.ush"
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#include "/Engine/Shared/VirtualShadowMapDefinitions.h"
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// Rougly the same structure as in VirtualShadowMapArray.h, with some logic around LWC values
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struct FVirtualShadowMapProjectionShaderData
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{
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float4x4 ShadowViewToClipMatrix;
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float4x4 TranslatedWorldToShadowUVMatrix;
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float4x4 TranslatedWorldToShadowUVNormalMatrix;
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float3 LightDirection;
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uint LightType; // Matches ELightComponentType via defines in SSDDefinitions.ush
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FDFVector3 PreViewTranslation;
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float LightRadius;
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float ResolutionLodBias;
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float3 ClipmapWorldOriginOffset; // Clipmap origin, in shadow translated world
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int2 ClipmapCornerRelativeOffset;
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int ClipmapLevel; // "Absolute" level, can be negative
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int ClipmapLevelCountRemaining; // Remaining levels, relative to this one
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uint Flags;
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float ClipmapLevelWPODistanceDisabledThresholdSquared;
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float LightSourceRadius;
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// Derived data for convenience when passing the structure around
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int VirtualShadowMapId;
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bool bUnCached; // see VSM_PROJ_FLAG_UNCACHED
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bool bUnreferenced; // see VSM_PROJ_FLAG_UNREFERENCED
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float TexelDitherScale; // Per-light additional dither filtering
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};
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FVirtualShadowMapProjectionShaderData DecodeVirtualShadowMapProjectionData(ByteAddressBuffer ProjectionData, int VirtualShadowMapId)
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{
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FVirtualShadowMapProjectionShaderData Result;
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Result.VirtualShadowMapId = VirtualShadowMapId;
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// Seems the FMatrix forces 16-byte alignment, so ensure padding matches the C++ structure size
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const uint Stride = 16 * 18;
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const uint Base = VirtualShadowMapId * Stride;
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Result.ShadowViewToClipMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*0));
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Result.ShadowViewToClipMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*1));
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Result.ShadowViewToClipMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*2));
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Result.ShadowViewToClipMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*3));
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Result.TranslatedWorldToShadowUVMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*4));
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Result.TranslatedWorldToShadowUVMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*5));
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Result.TranslatedWorldToShadowUVMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*6));
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Result.TranslatedWorldToShadowUVMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*7));
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Result.TranslatedWorldToShadowUVNormalMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*8));
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Result.TranslatedWorldToShadowUVNormalMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*9));
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Result.TranslatedWorldToShadowUVNormalMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*10));
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Result.TranslatedWorldToShadowUVNormalMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*11));
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// NOTE: Stick with struct-element-sized loads for the moment since we may only be using subsets
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// of the data in the calling code and we want to ensure the compiler has simple DCE options.
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Result.LightDirection = asfloat(ProjectionData.Load3(Base + (16*12 + 4*0)));
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Result.LightType = (ProjectionData.Load (Base + (16*12 + 4*3)));
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float3 PreViewTranslationHigh = asfloat(ProjectionData.Load3(Base + (16*13 + 4*0)));
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Result.LightRadius = asfloat(ProjectionData.Load (Base + (16*13 + 4*3)));
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float3 PreViewTranslationLow = asfloat(ProjectionData.Load3(Base + (16*14 + 4*0)));
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Result.ResolutionLodBias = asfloat(ProjectionData.Load (Base + (16*14 + 4*3)));
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float3 NegativeClipmapWorldOriginOffset = asfloat(ProjectionData.Load3(Base + (16*15 + 4*0)));
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Result.LightSourceRadius = asfloat(ProjectionData.Load (Base + (16*15 + 4*3)));
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Result.ClipmapCornerRelativeOffset = asint (ProjectionData.Load2(Base + (16*16 + 4*0)));
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Result.ClipmapLevel = asint (ProjectionData.Load (Base + (16*16 + 4*2)));
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Result.ClipmapLevelCountRemaining = asint (ProjectionData.Load (Base + (16*16 + 4*3)));
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Result.Flags = (ProjectionData.Load (Base + (16*17 + 4*0)));
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Result.ClipmapLevelWPODistanceDisabledThresholdSquared
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= asfloat(ProjectionData.Load (Base + (16*17 + 4*1)));
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Result.TexelDitherScale = asfloat(ProjectionData.Load (Base + (16*17 + 4*2)));
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// Computed data
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Result.PreViewTranslation = MakeDFVector3(PreViewTranslationHigh, PreViewTranslationLow);
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Result.ClipmapWorldOriginOffset = -NegativeClipmapWorldOriginOffset;
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Result.bUnCached = (Result.Flags & VSM_PROJ_FLAG_UNCACHED) != 0U;
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Result.bUnreferenced = (Result.Flags & VSM_PROJ_FLAG_UNREFERENCED) != 0U;
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return Result;
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}
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FVirtualShadowMapProjectionShaderData GetVirtualShadowMapProjectionData(int VirtualShadowMapId)
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{
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return DecodeVirtualShadowMapProjectionData(VirtualShadowMap.ProjectionData, VirtualShadowMapId);
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}
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