Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/VirtualShadowMaps/VirtualShadowMapClipmap.cpp
andrew lauritzen 5014926a72 Shadow projection shader refactoring.
Sampling a virtual shadow map (directional clipmap or spot light) can now be more easily done by:
- Include FVirtualShadowMapProjectionParameters in shader parameter struct
- Call FVirtualShadowMapArray::SetShaderDefines in ModifyCompilationEnvironment
- Set shader parameters via FVirtualShadowMapArray::SetProjectionParameters
- Calling SampleVirtualShadowMapDepth in the shader

#review ola.olsson

[CL 14201665 by andrew lauritzen in ue5-main branch]
2020-08-27 14:20:18 -04:00

174 lines
7.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
VirtualShadowMapClipmap.cpp
=============================================================================*/
#include "VirtualShadowMapClipmap.h"
#include "CoreMinimal.h"
#include "HAL/IConsoleManager.h"
#include "RendererModule.h"
#include "VirtualShadowMapArray.h"
#include "VirtualShadowMapCacheManager.h"
static TAutoConsoleVariable<float> CVarVirtualShadowMapClipmapResolutionLodBias(
TEXT( "r.Shadow.v.Clipmap.ResolutionLodBias" ),
3.0f,
TEXT( "" ),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<float> CVarVirtualShadowMapClipmapFirstLevel(
TEXT( "r.Shadow.v.Clipmap.FirstLevel" ),
5.0f,
TEXT( "First level of the virtual clipmap. Lower values allow higher resolution shadows closer to the camera." ),
ECVF_RenderThreadSafe
);
// "Virtual" clipmap level to clipmap radius
static float GetLevelRadius(int32 Level)
{
// Virtual clipmap indices can be negative (although not commonly), so need a real Pow()
// Remember clipmap level rounds *down*, so radius needs to cover out to 2^(Level+1), where it flips
return FMath::Pow(2.0f, static_cast<float>(Level + 1));
}
FVirtualShadowMapClipmap::FVirtualShadowMapClipmap(
FVirtualShadowMapArray& VirtualShadowMapArray,
FVirtualShadowMapArrayCacheManager* VirtualShadowMapArrayCacheManager,
const FLightSceneInfo& InLightSceneInfo,
const FMatrix& WorldToLight,
const FViewMatrices& CameraViewMatrices,
float MaxRadius)
: LightSceneInfo(InLightSceneInfo)
{
const FMatrix FaceMatrix(
FPlane( 0, 0, 1, 0 ),
FPlane( 0, 1, 0, 0 ),
FPlane(-1, 0, 0, 0 ),
FPlane( 0, 0, 0, 1 ));
TranslatedWorldToView = WorldToLight * FaceMatrix;
// NOTE: Rotational (roll) invariance of the directional light depends on square pixels so we just base everything on the camera X scales/resolution
float LodScale = 1.0f / CameraViewMatrices.GetProjectionScale().X;
// Clamp negative resolution biases as they would exceed the maximum resolution/ranges allocated
ResolutionLodBias = CVarVirtualShadowMapClipmapResolutionLodBias.GetValueOnRenderThread() + FMath::Log2(LodScale);
ResolutionLodBias = FMath::Max(0.0f, ResolutionLodBias);
// For now we adjust resolution by just biasing the page we look up in. This is wasteful in terms of page table vs.
// just resizing the virtual shadow maps for each clipmap, but convenient for now. This means we need to additionally bias
// which levels are present.
FirstLevel = FMath::FloorToInt(CVarVirtualShadowMapClipmapFirstLevel.GetValueOnRenderThread() + ResolutionLodBias);
int32 LastLevel = FMath::FloorToInt(FMath::Log2(MaxRadius) + ResolutionLodBias);
LastLevel = FMath::Max(FirstLevel, LastLevel);
int32 LevelCount = LastLevel - FirstLevel + 1;
// Per-clipmap projection data
LevelData.Empty();
LevelData.AddDefaulted(LevelCount);
WorldOrigin = CameraViewMatrices.GetViewOrigin();
for (int32 Index = 0; Index < LevelCount; ++Index)
{
FLevelData& Level = LevelData[Index];
const int32 LevelIndex = Index + FirstLevel; // Absolute (virtual) level index
// TODO: Allocate these as a chunk if we continue to use one per clipmap level
// This isn't actually required at the moment but enforcing it keeps optimization options open
Level.VirtualShadowMap = VirtualShadowMapArray.Allocate();
ensure(Index == 0 || (Level.VirtualShadowMap->ID == (LevelData[Index-1].VirtualShadowMap->ID + 1)));
// Snap world center point to page boundaries
// Max error from snapping with round to nearest is the diagonal sqrt(2) * PageSize
// Must ensure radius is adjusted to cover the entire original radius
constexpr float DimPages = static_cast<float>(FVirtualShadowMap::Level0DimPagesXY);
const float RawLevelRadius = GetLevelRadius(LevelIndex);
float PageSizeInWorldSpace = (2.0f * RawLevelRadius) / (DimPages - UE_SQRT_2);
// NOTE: We may eventually want to snap/quantize Z as well, but right now we just adjust it each time
// we update the cache page. With clipmaps this could ertainly be simplified.
FVector ViewCenter = TranslatedWorldToView.TransformPosition(WorldOrigin);
FIntPoint PageSpaceCenter(
FMath::RoundToInt(ViewCenter.X / PageSizeInWorldSpace),
FMath::RoundToInt(ViewCenter.Y / PageSizeInWorldSpace));
ViewCenter.X = PageSpaceCenter.X * PageSizeInWorldSpace;
ViewCenter.Y = PageSpaceCenter.Y * PageSizeInWorldSpace;
const FVector SnappedWorldCenter = TranslatedWorldToView.InverseTransformPosition(ViewCenter);
const float SnappedLevelRadius = 0.5f * (PageSizeInWorldSpace * DimPages);
// Sanity check that we didn't snap further away than we thought we were going to
{
float SnapError = (SnappedWorldCenter - WorldOrigin).Size();
check(SnapError <= (UE_HALF_SQRT_2 * PageSizeInWorldSpace));
check((RawLevelRadius + SnapError) <= SnappedLevelRadius);
}
// NOTE: Any ZScale/ZOffset change probably needs to invalidate the page cache...
// For now they should be stable for a given (absolute) clipmap level
const float ZScale = 0.5f / RawLevelRadius;
const float ZOffset = RawLevelRadius;
Level.WorldCenter = SnappedWorldCenter;
Level.ViewToClip = FReversedZOrthoMatrix(SnappedLevelRadius, SnappedLevelRadius, ZScale, ZOffset);
if (VirtualShadowMapArrayCacheManager)
{
// NOTE: We use the absolute (virtual) level index so that the caching is robust against changes to the chosen level range
TSharedPtr<FVirtualShadowMapCacheEntry> CacheEntry = VirtualShadowMapArrayCacheManager->FindCreateCacheEntry(LightSceneInfo.Id, LevelIndex);
if (CacheEntry)
{
FIntPoint PageOffset(PageSpaceCenter);
PageOffset.Y = -PageOffset.Y; // Viewport
float DepthOffset = -ViewCenter.Z * ZScale;
CacheEntry->UpdateClipmap(Level.VirtualShadowMap->ID, WorldToLight, PageOffset, DepthOffset);
Level.VirtualShadowMap->VirtualShadowMapCacheEntry = CacheEntry;
}
}
}
}
FViewMatrices FVirtualShadowMapClipmap::GetViewMatrices(int32 ClipmapIndex) const
{
check(ClipmapIndex >= 0 && ClipmapIndex < LevelData.Num());
const FLevelData& Level = LevelData[ClipmapIndex];
FViewMatrices::FMinimalInitializer Initializer;
// NOTE: Be careful here! There's special logic in FViewMatrices around ViewOrigin for ortho projections we need to bypass...
// There's also the fact that some of this data is going to be "wrong", due to the "overridden" matrix thing that shadows do
Initializer.ViewOrigin = Level.WorldCenter;
Initializer.ViewRotationMatrix = TranslatedWorldToView;
Initializer.ProjectionMatrix = Level.ViewToClip;
// TODO: This is probably unused in the shadows/nanite path, but coupling here is not ideal
Initializer.ConstrainedViewRect = FIntRect(0, 0, FVirtualShadowMap::VirtualMaxResolutionXY, FVirtualShadowMap::VirtualMaxResolutionXY);
return FViewMatrices(Initializer);
}
FVirtualShadowMapProjectionShaderData FVirtualShadowMapClipmap::GetProjectionShaderData(int32 ClipmapIndex) const
{
check(ClipmapIndex >= 0 && ClipmapIndex < LevelData.Num());
const FLevelData& Level = LevelData[ClipmapIndex];
FVirtualShadowMapProjectionShaderData Data;
Data.TranslatedWorldToShadowViewMatrix = TranslatedWorldToView;
Data.ShadowViewToClipMatrix = Level.ViewToClip;
Data.TranslatedWorldToShadowUvNormalMatrix = CalcTranslatedWorldToShadowUvNormalMatrix(TranslatedWorldToView, Level.ViewToClip);
Data.ShadowPreViewTranslation = -Level.WorldCenter;
Data.VirtualShadowMapId = Level.VirtualShadowMap->ID;
Data.LightType = ELightComponentType::LightType_Directional;
Data.ClipmapWorldOrigin = WorldOrigin;
Data.ClipmapLevel = FirstLevel + ClipmapIndex;
Data.ClipmapLevelCount = LevelData.Num();
Data.ClipmapResolutionLodBias = ResolutionLodBias;
return Data;
}