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#jira UE-142732 #rb andrew.lauritzen ola.olsson #preflight 628d06a45c3ef99a7b2fffa3 [CL 20351116 by jason hoerner in ue5-main branch]
335 lines
15 KiB
C++
335 lines
15 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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VirtualShadowMapClipmap.cpp
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=============================================================================*/
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#include "VirtualShadowMapClipmap.h"
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#include "CoreMinimal.h"
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#include "HAL/IConsoleManager.h"
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#include "RendererModule.h"
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#include "VirtualShadowMapArray.h"
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#include "VirtualShadowMapCacheManager.h"
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static TAutoConsoleVariable<float> CVarVirtualShadowMapResolutionLodBiasDirectional(
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TEXT( "r.Shadow.Virtual.ResolutionLodBiasDirectional" ),
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-0.5f,
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TEXT( "Bias applied to LOD calculations for directional lights. -1.0 doubles resolution, 1.0 halves it and so on." ),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarVirtualShadowMapClipmapFirstLevel(
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TEXT( "r.Shadow.Virtual.Clipmap.FirstLevel" ),
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6,
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TEXT( "First level of the virtual clipmap. Lower values allow higher resolution shadows closer to the camera." ),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarVirtualShadowMapClipmapLastLevel(
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TEXT( "r.Shadow.Virtual.Clipmap.LastLevel" ),
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22,
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TEXT( "Last level of the virtual climap. Indirectly determines radius the clipmap can cover." ),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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TAutoConsoleVariable<int32> CVarVirtualShadowMapClipmapFirstCoarseLevel(
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TEXT("r.Shadow.Virtual.Clipmap.FirstCoarseLevel"),
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15,
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TEXT("First level of the clipmap to mark coarse pages for. Lower values allow higher resolution coarse pages near the camera but increase total page counts."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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TAutoConsoleVariable<int32> CVarVirtualShadowMapClipmapLastCoarseLevel(
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TEXT("r.Shadow.Virtual.Clipmap.LastCoarseLevel"),
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18,
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TEXT("Last level of the clipmap to mark coarse pages for. Higher values provide dense clipmap data for a longer radius but increase total page counts."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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TAutoConsoleVariable<float> CVarVirtualShadowMapClipmapZRangeScale(
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TEXT("r.Shadow.Virtual.Clipmap.ZRangeScale"),
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1000.0f,
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TEXT("Scale of the clipmap level depth range relative to the radius. Should generally be at least 10 or it will result in excessive cache invalidations."),
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ECVF_RenderThreadSafe
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);
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// "Virtual" clipmap level to clipmap radius
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// NOTE: This is the radius of around the clipmap origin that this level must cover
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// The actual clipmap dimensions will be larger due to snapping and other accomodations
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static float GetLevelRadius(int32 Level)
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{
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// NOTE: Virtual clipmap indices can be negative (although not commonly)
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// Clipmap level rounds *down*, so radius needs to cover out to 2^(Level+1), where it flips
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return FMath::Pow(2.0f, static_cast<float>(Level + 1));
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}
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FVirtualShadowMapClipmap::FVirtualShadowMapClipmap(
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FVirtualShadowMapArray& VirtualShadowMapArray,
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const FLightSceneInfo& InLightSceneInfo,
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const FMatrix& WorldToLightRotationMatrix,
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const FViewMatrices& CameraViewMatrices,
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FIntPoint CameraViewRectSize,
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const FViewInfo* InDependentView)
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: LightSceneInfo(InLightSceneInfo),
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DependentView(InDependentView)
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{
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check(WorldToLightRotationMatrix.GetOrigin() == FVector(0, 0, 0)); // Should not contain translation or scaling
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FVirtualShadowMapArrayCacheManager* VirtualShadowMapArrayCacheManager = VirtualShadowMapArray.CacheManager;
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const bool bCacheValid = VirtualShadowMapArrayCacheManager && VirtualShadowMapArrayCacheManager->IsValid();
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const FMatrix FaceMatrix(
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FPlane( 0, 0, 1, 0 ),
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FPlane( 0, 1, 0, 0 ),
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FPlane(-1, 0, 0, 0 ),
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FPlane( 0, 0, 0, 1 ));
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WorldToLightViewRotationMatrix = WorldToLightRotationMatrix * FaceMatrix;
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// Pure rotation matrix
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FMatrix ViewToWorldRotationMatrix = WorldToLightViewRotationMatrix.GetTransposed();
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// NOTE: Rotational (roll) invariance of the directional light depends on square pixels so we just base everything on the camera X scales/resolution
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// NOTE: 0.5 because we double the size of the clipmap region below to handle snapping
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float LodScale = 0.5f / CameraViewMatrices.GetProjectionScale().X;
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LodScale *= float(FVirtualShadowMap::VirtualMaxResolutionXY) / float(CameraViewRectSize.X);
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// For now we adjust resolution by just biasing the page we look up in. This is wasteful in terms of page table vs.
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// just resizing the virtual shadow maps for each clipmap, but convenient for now. This means we need to additionally bias
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// which levels are present.
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ResolutionLodBias = CVarVirtualShadowMapResolutionLodBiasDirectional.GetValueOnRenderThread() + FMath::Log2(LodScale);
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// Clamp negative absolute resolution biases as they would exceed the maximum resolution/ranges allocated
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ResolutionLodBias = FMath::Max(0.0f, ResolutionLodBias);
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FirstLevel = CVarVirtualShadowMapClipmapFirstLevel.GetValueOnRenderThread();
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int32 LastLevel = CVarVirtualShadowMapClipmapLastLevel.GetValueOnRenderThread();
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LastLevel = FMath::Max(FirstLevel, LastLevel);
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int32 LevelCount = LastLevel - FirstLevel + 1;
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// Per-clipmap projection data
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LevelData.Empty();
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LevelData.AddDefaulted(LevelCount);
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WorldOrigin = CameraViewMatrices.GetViewOrigin();
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if (bCacheValid)
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{
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PerLightCacheEntry = VirtualShadowMapArrayCacheManager->FindCreateLightCacheEntry(LightSceneInfo.Id);
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}
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for (int32 Index = 0; Index < LevelCount; ++Index)
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{
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FLevelData& Level = LevelData[Index];
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const int32 AbsoluteLevel = Index + FirstLevel; // Absolute (virtual) level index
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// TODO: Allocate these as a chunk if we continue to use one per clipmap level
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Level.VirtualShadowMap = VirtualShadowMapArray.Allocate();
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ensure(Index == 0 || (Level.VirtualShadowMap->ID == (LevelData[Index-1].VirtualShadowMap->ID + 1)));
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const float RawLevelRadius = GetLevelRadius(AbsoluteLevel);
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double HalfLevelDim = 2.0 * RawLevelRadius;
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double SnapSize = RawLevelRadius;
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FVector ViewCenter = WorldToLightViewRotationMatrix.TransformPosition(WorldOrigin);
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FIntPoint CenterSnapUnits(
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FMath::RoundToInt(ViewCenter.X / SnapSize),
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FMath::RoundToInt(ViewCenter.Y / SnapSize));
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ViewCenter.X = CenterSnapUnits.X * SnapSize;
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ViewCenter.Y = CenterSnapUnits.Y * SnapSize;
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FIntPoint CornerOffset;
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CornerOffset.X = -CenterSnapUnits.X + 2;
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CornerOffset.Y = CenterSnapUnits.Y + 2;
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const FVector SnappedWorldCenter = ViewToWorldRotationMatrix.TransformPosition(ViewCenter);
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Level.WorldCenter = SnappedWorldCenter;
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Level.CornerOffset = CornerOffset;
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// Check if we have a cache entry for this level
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// If we do and it covers our required depth range, we can use cached pages. Otherwise we need to invalidate.
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TSharedPtr<FVirtualShadowMapCacheEntry> CacheEntry = nullptr;
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if (PerLightCacheEntry.IsValid())
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{
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// NOTE: We use the absolute (virtual) level index so that the caching is robust against changes to the chosen level range
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CacheEntry = PerLightCacheEntry->FindCreateShadowMapEntry(AbsoluteLevel);
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}
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// We expand the depth range of the clipmap level to allow for camera movement without having to invalidate cached shadow data
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// (See VirtualShadowMapCacheManager::UpdateClipmap for invalidation logic.)
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// This also better accomodates SMRT where we want to avoid stepping outside of the Z bounds of a given clipmap
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// NOTE: It's tempting to use a single global Z range for the entire clipmap (which avoids some SMRT overhead too)
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// but this can cause precision issues with cached pages very near the camera.
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const double ViewRadiusZScale = CVarVirtualShadowMapClipmapZRangeScale.GetValueOnRenderThread();
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double ViewRadiusZ = RawLevelRadius * ViewRadiusZScale;
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double ViewCenterDeltaZ = 0.0f;
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if (CacheEntry)
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{
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// We snap to half the size of the VSM at each level
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check((FVirtualShadowMap::Level0DimPagesXY & 1) == 0);
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FIntPoint PageOffset(CornerOffset * (FVirtualShadowMap::Level0DimPagesXY >> 2));
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CacheEntry->UpdateClipmap(Level.VirtualShadowMap->ID,
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WorldToLightRotationMatrix,
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PageOffset,
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RawLevelRadius,
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ViewCenter.Z,
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ViewRadiusZ);
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Level.VirtualShadowMap->VirtualShadowMapCacheEntry = CacheEntry;
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// Update min/max Z based on the cached page (if present and valid)
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// We need to ensure we use a consistent depth range as the camera moves for each level
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ViewCenterDeltaZ = ViewCenter.Z - CacheEntry->Clipmap.ViewCenterZ;
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ViewRadiusZ = CacheEntry->Clipmap.ViewRadiusZ;
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}
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// NOTE: These values are all in regular ranges after being offset
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const double ZScale = 0.5 / ViewRadiusZ;
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const double ZOffset = ViewRadiusZ + ViewCenterDeltaZ;
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Level.ViewToClip = FReversedZOrthoMatrix(HalfLevelDim, HalfLevelDim, ZScale, ZOffset);
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}
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ComputeBoundingVolumes(CameraViewMatrices);
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}
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void FVirtualShadowMapClipmap::ComputeBoundingVolumes(const FViewMatrices& CameraViewMatrices)
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{
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// We don't really do much CPU culling with clipmaps. After various testing the fact that we are culling
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// a single frustum that goes out and basically the entire map, and we have to extrude towards (and away!) from
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// the light, and dilate to cover full pages at every clipmap level (to avoid culling something that will go
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// into a page that then gets cached with incomplete geometry), in many situations there is effectively no
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// culling that happens. For instance, as soon as the camera looks vaguely towards or away from the light direction,
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// the extruded frustum effectively covers the whole world.
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const FVector CameraOrigin = CameraViewMatrices.GetViewOrigin();
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const FVector CameraDirection = CameraViewMatrices.GetViewMatrix().GetColumn(2);
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// Thus we don't spend a lot of time trying to optimize for the easy cases and instead just pick an extremely
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// conservative frustum.
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ViewFrustumBounds = FConvexVolume();
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BoundingSphere = FSphere(CameraOrigin, GetMaxRadius());
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}
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float FVirtualShadowMapClipmap::GetMaxRadius() const
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{
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return GetLevelRadius(GetClipmapLevel(GetLevelCount() - 1));
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}
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FViewMatrices FVirtualShadowMapClipmap::GetViewMatrices(int32 ClipmapIndex) const
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{
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check(ClipmapIndex >= 0 && ClipmapIndex < LevelData.Num());
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const FLevelData& Level = LevelData[ClipmapIndex];
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FViewMatrices::FMinimalInitializer Initializer;
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// NOTE: Be careful here! There's special logic in FViewMatrices around ViewOrigin for ortho projections we need to bypass...
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// There's also the fact that some of this data is going to be "wrong", due to the "overridden" matrix thing that shadows do
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Initializer.ViewOrigin = Level.WorldCenter;
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Initializer.ViewRotationMatrix = WorldToLightViewRotationMatrix;
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Initializer.ProjectionMatrix = Level.ViewToClip;
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// TODO: This is probably unused in the shadows/nanite path, but coupling here is not ideal
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Initializer.ConstrainedViewRect = FIntRect(0, 0, FVirtualShadowMap::VirtualMaxResolutionXY, FVirtualShadowMap::VirtualMaxResolutionXY);
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return FViewMatrices(Initializer);
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}
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FVirtualShadowMapProjectionShaderData FVirtualShadowMapClipmap::GetProjectionShaderData(int32 ClipmapIndex) const
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{
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check(ClipmapIndex >= 0 && ClipmapIndex < LevelData.Num());
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const FLevelData& Level = LevelData[ClipmapIndex];
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const FLargeWorldRenderPosition PreViewTranslation(GetPreViewTranslation(ClipmapIndex));
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// WorldOrigin should be near the Level.WorldCenter, so we share the LWC tile offset
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// NOTE: We need to negate so that it's not opposite though
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const FVector TileOffset = PreViewTranslation.GetTileOffset();
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const FVector3f NegativeClipmapWorldOriginOffset(-WorldOrigin - TileOffset);
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// NOTE: Some shader logic (projection, etc) assumes some of these parameters are constant across all levels in a clipmap
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FVirtualShadowMapProjectionShaderData Data;
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Data.TranslatedWorldToShadowViewMatrix = FMatrix44f(WorldToLightViewRotationMatrix);
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Data.ShadowViewToClipMatrix = FMatrix44f(Level.ViewToClip);
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Data.TranslatedWorldToShadowUVMatrix = FMatrix44f(CalcTranslatedWorldToShadowUVMatrix(WorldToLightViewRotationMatrix, Level.ViewToClip));
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Data.TranslatedWorldToShadowUVNormalMatrix = FMatrix44f(CalcTranslatedWorldToShadowUVNormalMatrix(WorldToLightViewRotationMatrix, Level.ViewToClip));
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Data.PreViewTranslationLWCTile = PreViewTranslation.GetTile();
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Data.PreViewTranslationLWCOffset = PreViewTranslation.GetOffset();
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Data.LightType = ELightComponentType::LightType_Directional;
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Data.NegativeClipmapWorldOriginLWCOffset = NegativeClipmapWorldOriginOffset;
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Data.ClipmapIndex = ClipmapIndex;
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Data.ClipmapLevel = FirstLevel + ClipmapIndex;
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Data.ClipmapLevelCount = LevelData.Num();
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Data.ClipmapResolutionLodBias = ResolutionLodBias;
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Data.ClipmapCornerOffset = Level.CornerOffset;
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Data.LightSourceRadius = GetLightSceneInfo().Proxy->GetSourceRadius();
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return Data;
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}
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uint32 FVirtualShadowMapClipmap::GetCoarsePageClipmapIndexMask()
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{
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uint32 BitMask = 0;
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const int FirstLevel = CVarVirtualShadowMapClipmapFirstLevel.GetValueOnRenderThread();
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const int LastLevel = FMath::Max(FirstLevel, CVarVirtualShadowMapClipmapLastLevel.GetValueOnRenderThread());
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int FirstCoarseIndex = CVarVirtualShadowMapClipmapFirstCoarseLevel.GetValueOnRenderThread() - FirstLevel;
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int LastCoarseIndex = CVarVirtualShadowMapClipmapLastCoarseLevel.GetValueOnRenderThread() - FirstLevel;
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ensureMsgf((LastLevel - FirstLevel) < 32, TEXT("Too many clipmap levels for coarse page bitmask."));
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FirstCoarseIndex = FMath::Max(0, FirstCoarseIndex);
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if (LastCoarseIndex >= FirstCoarseIndex)
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{
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uint32 BitCount = static_cast<uint32>(LastCoarseIndex - FirstCoarseIndex + 1);
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uint32 BitRange = (1 << BitCount) - 1;
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BitMask = BitMask | (BitRange << FirstCoarseIndex);
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}
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// Always mark coarse pages in the last level for clouds/skyatmosphere
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BitMask = BitMask | (1 << (LastLevel - FirstLevel));
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return BitMask;
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}
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static inline void LazyInitAndSetBitArray(TBitArray<>& BitArray, int32 Index, bool Value, int32 MaxNum)
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{
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if (BitArray.IsEmpty())
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{
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BitArray.Init(false, MaxNum);
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}
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BitArray[Index] = Value;
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}
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void FVirtualShadowMapClipmap::OnPrimitiveRendered(const FPrimitiveSceneInfo* PrimitiveSceneInfo)
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{
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if (PerLightCacheEntry.IsValid())
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{
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FPersistentPrimitiveIndex PersistentPrimitiveId = PrimitiveSceneInfo->GetPersistentIndex();
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check(PersistentPrimitiveId.Index >= 0);
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check(PersistentPrimitiveId.Index < PerLightCacheEntry->RenderedPrimitives.Num());
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// Check previous-frame state to detect transition from hidden->visible
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if (!PerLightCacheEntry->RenderedPrimitives[PersistentPrimitiveId.Index])
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{
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LazyInitAndSetBitArray(RevealedPrimitivesMask, PersistentPrimitiveId.Index, true, PerLightCacheEntry->RenderedPrimitives.Num());
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}
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// update current frame-state.
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LazyInitAndSetBitArray(RenderedPrimitives, PersistentPrimitiveId.Index, true, PerLightCacheEntry->RenderedPrimitives.Num());
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// update cached state (this is checked & cleared whenever a primitive is invalidating the VSM).
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PerLightCacheEntry->OnPrimitiveRendered(PrimitiveSceneInfo);
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}
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}
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void FVirtualShadowMapClipmap::UpdateCachedFrameData()
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{
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if (PerLightCacheEntry.IsValid())
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{
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PerLightCacheEntry->RenderedPrimitives = MoveTemp(RenderedPrimitives);
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}
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} |