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- Also removed some unreferenced functions that adding 'override' revealed PR #1002 -- Thank you, Omar007! [CL 2498415 by Mike Fricker in Main branch]
933 lines
37 KiB
C++
933 lines
37 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DistanceFieldShadowing.cpp
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "UniformBuffer.h"
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#include "ShaderParameters.h"
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#include "PostProcessing.h"
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#include "SceneFilterRendering.h"
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#include "DistanceFieldLightingShared.h"
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#include "DistanceFieldSurfaceCacheLighting.h"
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#include "RHICommandList.h"
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#include "SceneUtils.h"
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#include "DistanceFieldAtlas.h"
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int32 GDistanceFieldShadowing = 1;
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FAutoConsoleVariableRef CVarDistanceFieldShadowing(
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TEXT("r.DistanceFieldShadowing"),
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GDistanceFieldShadowing,
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TEXT("Whether the distance field shadowing feature is allowed."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GFullResolutionDFShadowing = 0;
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FAutoConsoleVariableRef CVarFullResolutionDFShadowing(
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TEXT("r.DFFullResolution"),
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GFullResolutionDFShadowing,
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TEXT("1 = full resolution distance field shadowing, 0 = half resolution with bilateral upsample."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GShadowScatterTileCulling = 1;
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FAutoConsoleVariableRef CVarShadowScatterTileCulling(
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TEXT("r.DFShadowScatterTileCulling"),
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GShadowScatterTileCulling,
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TEXT("Whether to use the rasterizer to scatter objects onto the tile grid for culling."),
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ECVF_Cheat | ECVF_RenderThreadSafe
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);
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float GShadowWorldTileSize = 200.0f;
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FAutoConsoleVariableRef CVarShadowWorldTileSize(
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TEXT("r.DFShadowWorldTileSize"),
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GShadowWorldTileSize,
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TEXT("World space size of a tile used for culling for directional lights."),
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ECVF_Cheat | ECVF_RenderThreadSafe
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);
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float GTwoSidedMeshDistanceBias = 4;
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FAutoConsoleVariableRef CVarTwoSidedMeshDistanceBias(
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TEXT("r.DFTwoSidedMeshDistanceBias"),
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GTwoSidedMeshDistanceBias,
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TEXT("World space amount to expand distance field representations of two sided meshes. This is useful to get tree shadows to match up with standard shadow mapping."),
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ECVF_Cheat | ECVF_RenderThreadSafe
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);
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int32 GetDFShadowDownsampleFactor()
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{
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return GFullResolutionDFShadowing ? 1 : GAODownsampleFactor;
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}
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FIntPoint GetBufferSizeForDFShadows()
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{
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return FIntPoint::DivideAndRoundDown(GSceneRenderTargets.GetBufferSizeXY(), GetDFShadowDownsampleFactor());
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}
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TGlobalResource<FDistanceFieldObjectBufferResource> GShadowCulledObjectBuffers;
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class FCullObjectsForShadowCS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FCullObjectsForShadowCS,Global)
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public:
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldShadowing(Platform);
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
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OutEnvironment.SetDefine(TEXT("UPDATEOBJECTS_THREADGROUP_SIZE"), UpdateObjectsGroupSize);
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}
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FCullObjectsForShadowCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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ObjectBufferParameters.Bind(Initializer.ParameterMap);
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ObjectIndirectArguments.Bind(Initializer.ParameterMap, TEXT("ObjectIndirectArguments"));
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CulledObjectBounds.Bind(Initializer.ParameterMap, TEXT("CulledObjectBounds"));
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CulledObjectData.Bind(Initializer.ParameterMap, TEXT("CulledObjectData"));
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CulledObjectBoxBounds.Bind(Initializer.ParameterMap, TEXT("CulledObjectBoxBounds"));
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ObjectBoundingGeometryIndexCount.Bind(Initializer.ParameterMap, TEXT("ObjectBoundingGeometryIndexCount"));
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WorldToShadow.Bind(Initializer.ParameterMap, TEXT("WorldToShadow"));
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NumShadowHullPlanes.Bind(Initializer.ParameterMap, TEXT("NumShadowHullPlanes"));
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ShadowBoundingSphere.Bind(Initializer.ParameterMap, TEXT("ShadowBoundingSphere"));
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ShadowConvexHull.Bind(Initializer.ParameterMap, TEXT("ShadowConvexHull"));
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}
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FCullObjectsForShadowCS()
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{
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}
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void SetParameters(FRHICommandList& RHICmdList, const FScene* Scene, const FSceneView& View, const FMatrix& WorldToShadowValue, int32 NumPlanes, const FPlane* PlaneData, const FVector4& ShadowBoundingSphereValue)
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{
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FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
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FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
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ObjectBufferParameters.Set(RHICmdList, ShaderRHI, *(Scene->DistanceFieldSceneData.ObjectBuffers), Scene->DistanceFieldSceneData.NumObjectsInBuffer);
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ObjectIndirectArguments.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.ObjectIndirectArguments);
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CulledObjectBounds.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.Bounds);
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CulledObjectData.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.Data);
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CulledObjectBoxBounds.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.BoxBounds);
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SetShaderValue(RHICmdList, ShaderRHI, ObjectBoundingGeometryIndexCount, StencilingGeometry::GLowPolyStencilSphereIndexBuffer.GetIndexCount());
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SetShaderValue(RHICmdList, ShaderRHI, WorldToShadow, WorldToShadowValue);
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SetShaderValue(RHICmdList, ShaderRHI, ShadowBoundingSphere, ShadowBoundingSphereValue);
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if (NumPlanes <= 12)
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{
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SetShaderValue(RHICmdList, ShaderRHI, NumShadowHullPlanes, NumPlanes);
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SetShaderValueArray(RHICmdList, ShaderRHI, ShadowConvexHull, PlaneData, NumPlanes);
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}
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else
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{
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SetShaderValue(RHICmdList, ShaderRHI, NumShadowHullPlanes, 0);
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}
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}
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void UnsetParameters(FRHICommandList& RHICmdList)
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{
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ObjectBufferParameters.UnsetParameters(RHICmdList, GetComputeShader());
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ObjectIndirectArguments.UnsetUAV(RHICmdList, GetComputeShader());
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CulledObjectBounds.UnsetUAV(RHICmdList, GetComputeShader());
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CulledObjectData.UnsetUAV(RHICmdList, GetComputeShader());
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CulledObjectBoxBounds.UnsetUAV(RHICmdList, GetComputeShader());
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << ObjectBufferParameters;
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Ar << ObjectIndirectArguments;
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Ar << CulledObjectBounds;
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Ar << CulledObjectData;
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Ar << CulledObjectBoxBounds;
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Ar << ObjectBoundingGeometryIndexCount;
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Ar << WorldToShadow;
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Ar << NumShadowHullPlanes;
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Ar << ShadowBoundingSphere;
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Ar << ShadowConvexHull;
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return bShaderHasOutdatedParameters;
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}
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private:
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FDistanceFieldObjectBufferParameters ObjectBufferParameters;
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FRWShaderParameter ObjectIndirectArguments;
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FRWShaderParameter CulledObjectBounds;
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FRWShaderParameter CulledObjectData;
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FRWShaderParameter CulledObjectBoxBounds;
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FShaderParameter ObjectBoundingGeometryIndexCount;
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FShaderParameter WorldToShadow;
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FShaderParameter NumShadowHullPlanes;
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FShaderParameter ShadowBoundingSphere;
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FShaderParameter ShadowConvexHull;
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};
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IMPLEMENT_SHADER_TYPE(,FCullObjectsForShadowCS,TEXT("DistanceFieldShadowing"),TEXT("CullObjectsForShadowCS"),SF_Compute);
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/** */
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class FClearTilesCS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FClearTilesCS,Global)
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public:
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldShadowing(Platform);
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
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OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GDistanceFieldAOTileSizeX);
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OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GDistanceFieldAOTileSizeY);
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}
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FClearTilesCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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ShadowTileHeadDataUnpacked.Bind(Initializer.ParameterMap, TEXT("ShadowTileHeadDataUnpacked"));
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NumGroups.Bind(Initializer.ParameterMap, TEXT("NumGroups"));
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}
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FClearTilesCS()
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{
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}
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void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, FVector2D NumGroupsValue, FLightTileIntersectionResources* TileIntersectionResources)
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{
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FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
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FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
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ShadowTileHeadDataUnpacked.SetBuffer(RHICmdList, ShaderRHI, TileIntersectionResources->TileHeadDataUnpacked);
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SetShaderValue(RHICmdList, ShaderRHI, NumGroups, NumGroupsValue);
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}
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void UnsetParameters(FRHICommandList& RHICmdList)
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{
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ShadowTileHeadDataUnpacked.UnsetUAV(RHICmdList, GetComputeShader());
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << ShadowTileHeadDataUnpacked;
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Ar << NumGroups;
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return bShaderHasOutdatedParameters;
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}
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private:
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FRWShaderParameter ShadowTileHeadDataUnpacked;
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FShaderParameter NumGroups;
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};
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IMPLEMENT_SHADER_TYPE(,FClearTilesCS,TEXT("DistanceFieldShadowing"),TEXT("ClearTilesCS"),SF_Compute);
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/** */
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class FShadowObjectCullVS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FShadowObjectCullVS,Global);
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public:
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldShadowing(Platform);
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
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}
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FShadowObjectCullVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
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FGlobalShader(Initializer)
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{
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ObjectParameters.Bind(Initializer.ParameterMap);
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ConservativeRadiusScale.Bind(Initializer.ParameterMap, TEXT("ConservativeRadiusScale"));
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WorldToShadow.Bind(Initializer.ParameterMap, TEXT("WorldToShadow"));
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MinRadius.Bind(Initializer.ParameterMap, TEXT("MinRadius"));
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}
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FShadowObjectCullVS() {}
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void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, FVector2D NumGroupsValue, const FMatrix& WorldToShadowMatrixValue, float ShadowRadius)
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{
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const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
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FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
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ObjectParameters.Set(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers);
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const int32 NumRings = StencilingGeometry::GLowPolyStencilSphereVertexBuffer.GetNumRings();
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const float RadiansPerRingSegment = PI / (float)NumRings;
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// Boost the effective radius so that the edges of the sphere approximation lie on the sphere, instead of the vertices
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const float ConservativeRadiusScaleValue = 1.0f / FMath::Cos(RadiansPerRingSegment);
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SetShaderValue(RHICmdList, ShaderRHI, ConservativeRadiusScale, ConservativeRadiusScaleValue);
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SetShaderValue(RHICmdList, ShaderRHI, WorldToShadow, WorldToShadowMatrixValue);
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float MinRadiusValue = 2 * ShadowRadius / FMath::Min(NumGroupsValue.X, NumGroupsValue.Y);
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SetShaderValue(RHICmdList, ShaderRHI, MinRadius, MinRadiusValue);
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << ObjectParameters;
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Ar << ConservativeRadiusScale;
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Ar << WorldToShadow;
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Ar << MinRadius;
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return bShaderHasOutdatedParameters;
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}
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private:
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FDistanceFieldCulledObjectBufferParameters ObjectParameters;
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FShaderParameter ConservativeRadiusScale;
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FShaderParameter WorldToShadow;
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FShaderParameter MinRadius;
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};
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IMPLEMENT_SHADER_TYPE(,FShadowObjectCullVS,TEXT("DistanceFieldShadowing"),TEXT("ShadowObjectCullVS"),SF_Vertex);
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class FShadowObjectCullPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FShadowObjectCullPS, Global);
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public:
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldShadowing(Platform);
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}
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/** Default constructor. */
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FShadowObjectCullPS() {}
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/** Initialization constructor. */
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FShadowObjectCullPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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ObjectParameters.Bind(Initializer.ParameterMap);
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ShadowTileHeadDataUnpacked.Bind(Initializer.ParameterMap, TEXT("ShadowTileHeadDataUnpacked"));
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ShadowTileArrayData.Bind(Initializer.ParameterMap, TEXT("ShadowTileArrayData"));
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NumGroups.Bind(Initializer.ParameterMap, TEXT("NumGroups"));
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}
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void SetParameters(
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FRHICommandList& RHICmdList,
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const FSceneView& View,
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FVector2D NumGroupsValue)
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
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ObjectParameters.Set(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers);
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SetShaderValue(RHICmdList, ShaderRHI, NumGroups, NumGroupsValue);
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}
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void GetUAVs(const FSceneView& View, FLightTileIntersectionResources* TileIntersectionResources, TArray<FUnorderedAccessViewRHIParamRef>& UAVs)
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{
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int32 MaxIndex = FMath::Max(ShadowTileHeadDataUnpacked.GetUAVIndex(), ShadowTileArrayData.GetUAVIndex());
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UAVs.AddZeroed(MaxIndex + 1);
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if (ShadowTileHeadDataUnpacked.IsBound())
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{
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UAVs[ShadowTileHeadDataUnpacked.GetUAVIndex()] = TileIntersectionResources->TileHeadDataUnpacked.UAV;
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}
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if (ShadowTileArrayData.IsBound())
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{
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UAVs[ShadowTileArrayData.GetUAVIndex()] = TileIntersectionResources->TileArrayData.UAV;
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}
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check(UAVs.Num() > 0);
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << ObjectParameters;
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Ar << ShadowTileHeadDataUnpacked;
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Ar << ShadowTileArrayData;
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Ar << NumGroups;
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return bShaderHasOutdatedParameters;
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}
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private:
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FDistanceFieldCulledObjectBufferParameters ObjectParameters;
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FRWShaderParameter ShadowTileHeadDataUnpacked;
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FRWShaderParameter ShadowTileArrayData;
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FShaderParameter NumGroups;
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};
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IMPLEMENT_SHADER_TYPE(,FShadowObjectCullPS,TEXT("DistanceFieldShadowing"),TEXT("ShadowObjectCullPS"),SF_Pixel);
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enum EDistanceFieldShadowingType
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{
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DFS_DirectionalLightScatterTileCulling,
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DFS_DirectionalLightTiledCulling,
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DFS_PointLightTiledCulling
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};
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template<EDistanceFieldShadowingType ShadowingType>
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class TDistanceFieldShadowingCS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(TDistanceFieldShadowingCS, Global);
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public:
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldShadowing(Platform);
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GDistanceFieldAOTileSizeX);
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OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GDistanceFieldAOTileSizeY);
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OutEnvironment.SetDefine(TEXT("SCATTER_TILE_CULLING"), ShadowingType == DFS_DirectionalLightScatterTileCulling ? TEXT("1") : TEXT("0"));
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OutEnvironment.SetDefine(TEXT("POINT_LIGHT"), ShadowingType == DFS_PointLightTiledCulling ? TEXT("1") : TEXT("0"));
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}
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/** Default constructor. */
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TDistanceFieldShadowingCS() {}
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/** Initialization constructor. */
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TDistanceFieldShadowingCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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ShadowFactors.Bind(Initializer.ParameterMap, TEXT("ShadowFactors"));
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NumGroups.Bind(Initializer.ParameterMap, TEXT("NumGroups"));
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LightDirection.Bind(Initializer.ParameterMap, TEXT("LightDirection"));
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LightSourceRadius.Bind(Initializer.ParameterMap, TEXT("LightSourceRadius"));
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RayStartOffsetDepthScale.Bind(Initializer.ParameterMap, TEXT("RayStartOffsetDepthScale"));
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LightPositionAndInvRadius.Bind(Initializer.ParameterMap, TEXT("LightPositionAndInvRadius"));
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TanLightAngleAndNormalThreshold.Bind(Initializer.ParameterMap, TEXT("TanLightAngleAndNormalThreshold"));
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ScissorRectMinAndSize.Bind(Initializer.ParameterMap, TEXT("ScissorRectMinAndSize"));
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ObjectParameters.Bind(Initializer.ParameterMap);
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DeferredParameters.Bind(Initializer.ParameterMap);
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ShadowTileHeadDataUnpacked.Bind(Initializer.ParameterMap, TEXT("ShadowTileHeadDataUnpacked"));
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ShadowTileArrayData.Bind(Initializer.ParameterMap, TEXT("ShadowTileArrayData"));
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ShadowTileListGroupSize.Bind(Initializer.ParameterMap, TEXT("ShadowTileListGroupSize"));
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WorldToShadow.Bind(Initializer.ParameterMap, TEXT("WorldToShadow"));
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TwoSidedMeshDistanceBias.Bind(Initializer.ParameterMap, TEXT("TwoSidedMeshDistanceBias"));
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DownsampleFactor.Bind(Initializer.ParameterMap, TEXT("DownsampleFactor"));
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}
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void SetParameters(
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FRHICommandList& RHICmdList,
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const FSceneView& View,
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const FProjectedShadowInfo* ProjectedShadowInfo,
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FSceneRenderTargetItem& ShadowFactorsValue,
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FVector2D NumGroupsValue,
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const FIntRect& ScissorRect,
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FLightTileIntersectionResources* TileIntersectionResources)
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{
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const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
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FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
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ShadowFactors.SetTexture(RHICmdList, ShaderRHI, ShadowFactorsValue.ShaderResourceTexture, ShadowFactorsValue.UAV);
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ObjectParameters.Set(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers);
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DeferredParameters.Set(RHICmdList, ShaderRHI, View);
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SetShaderValue(RHICmdList, ShaderRHI, NumGroups, NumGroupsValue);
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FVector4 LightPositionAndInvRadiusValue;
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FVector4 LightColorAndFalloffExponent;
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FVector NormalizedLightDirection;
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FVector2D SpotAngles;
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float LightSourceRadiusValue;
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float LightSourceLength;
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float LightMinRoughness;
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const FLightSceneProxy& LightProxy = *(ProjectedShadowInfo->GetLightSceneInfo().Proxy);
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|
|
LightProxy.GetParameters(LightPositionAndInvRadiusValue, LightColorAndFalloffExponent, NormalizedLightDirection, SpotAngles, LightSourceRadiusValue, LightSourceLength, LightMinRoughness);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, LightDirection, NormalizedLightDirection);
|
|
SetShaderValue(RHICmdList, ShaderRHI, LightPositionAndInvRadius, LightPositionAndInvRadiusValue);
|
|
// Default light source radius of 0 gives poor results
|
|
SetShaderValue(RHICmdList, ShaderRHI, LightSourceRadius, LightSourceRadiusValue == 0 ? 20 : FMath::Clamp(LightSourceRadiusValue, .001f, 1.0f / (4 * LightPositionAndInvRadiusValue.W)));
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, RayStartOffsetDepthScale, LightProxy.GetRayStartOffsetDepthScale());
|
|
|
|
const float LightSourceAngle = FMath::Clamp(LightProxy.GetLightSourceAngle(), 0.001f, 5.0f) * PI / 180.0f;
|
|
const FVector2D TanLightAngleAndNormalThresholdValue(FMath::Tan(LightSourceAngle), FMath::Cos(PI / 2 + LightSourceAngle));
|
|
SetShaderValue(RHICmdList, ShaderRHI, TanLightAngleAndNormalThreshold, TanLightAngleAndNormalThresholdValue);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, ScissorRectMinAndSize, FIntRect(ScissorRect.Min, ScissorRect.Size()));
|
|
|
|
check(TileIntersectionResources || !ShadowTileHeadDataUnpacked.IsBound());
|
|
|
|
if (TileIntersectionResources)
|
|
{
|
|
SetSRVParameter(RHICmdList, ShaderRHI, ShadowTileHeadDataUnpacked, TileIntersectionResources->TileHeadDataUnpacked.SRV);
|
|
SetSRVParameter(RHICmdList, ShaderRHI, ShadowTileArrayData, TileIntersectionResources->TileArrayData.SRV);
|
|
SetShaderValue(RHICmdList, ShaderRHI, ShadowTileListGroupSize, TileIntersectionResources->TileDimensions);
|
|
}
|
|
|
|
FMatrix WorldToShadowMatrixValue = FTranslationMatrix(ProjectedShadowInfo->PreShadowTranslation) * ProjectedShadowInfo->SubjectAndReceiverMatrix;
|
|
SetShaderValue(RHICmdList, ShaderRHI, WorldToShadow, WorldToShadowMatrixValue);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, TwoSidedMeshDistanceBias, GTwoSidedMeshDistanceBias);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, DownsampleFactor, GetDFShadowDownsampleFactor());
|
|
}
|
|
|
|
void UnsetParameters(FRHICommandList& RHICmdList)
|
|
{
|
|
ShadowFactors.UnsetUAV(RHICmdList, GetComputeShader());
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << ShadowFactors;
|
|
Ar << NumGroups;
|
|
Ar << LightDirection;
|
|
Ar << LightPositionAndInvRadius;
|
|
Ar << LightSourceRadius;
|
|
Ar << RayStartOffsetDepthScale;
|
|
Ar << TanLightAngleAndNormalThreshold;
|
|
Ar << ScissorRectMinAndSize;
|
|
Ar << ObjectParameters;
|
|
Ar << DeferredParameters;
|
|
Ar << ShadowTileHeadDataUnpacked;
|
|
Ar << ShadowTileArrayData;
|
|
Ar << ShadowTileListGroupSize;
|
|
Ar << WorldToShadow;
|
|
Ar << TwoSidedMeshDistanceBias;
|
|
Ar << DownsampleFactor;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
private:
|
|
|
|
FRWShaderParameter ShadowFactors;
|
|
FShaderParameter NumGroups;
|
|
FShaderParameter LightDirection;
|
|
FShaderParameter LightPositionAndInvRadius;
|
|
FShaderParameter LightSourceRadius;
|
|
FShaderParameter RayStartOffsetDepthScale;
|
|
FShaderParameter TanLightAngleAndNormalThreshold;
|
|
FShaderParameter ScissorRectMinAndSize;
|
|
FDistanceFieldCulledObjectBufferParameters ObjectParameters;
|
|
FDeferredPixelShaderParameters DeferredParameters;
|
|
FShaderResourceParameter ShadowTileHeadDataUnpacked;
|
|
FShaderResourceParameter ShadowTileArrayData;
|
|
FShaderParameter ShadowTileListGroupSize;
|
|
FShaderParameter WorldToShadow;
|
|
FShaderParameter TwoSidedMeshDistanceBias;
|
|
FShaderParameter DownsampleFactor;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(template<>,TDistanceFieldShadowingCS<DFS_DirectionalLightScatterTileCulling>,TEXT("DistanceFieldShadowing"),TEXT("DistanceFieldShadowingCS"),SF_Compute);
|
|
IMPLEMENT_SHADER_TYPE(template<>,TDistanceFieldShadowingCS<DFS_DirectionalLightTiledCulling>,TEXT("DistanceFieldShadowing"),TEXT("DistanceFieldShadowingCS"),SF_Compute);
|
|
IMPLEMENT_SHADER_TYPE(template<>,TDistanceFieldShadowingCS<DFS_PointLightTiledCulling>,TEXT("DistanceFieldShadowing"),TEXT("DistanceFieldShadowingCS"),SF_Compute);
|
|
|
|
template<bool bUpsampleRequired>
|
|
class TDistanceFieldShadowingUpsamplePS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(TDistanceFieldShadowingUpsamplePS, Global);
|
|
public:
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldShadowing(Platform);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
OutEnvironment.SetDefine(TEXT("DOWNSAMPLE_FACTOR"), GAODownsampleFactor);
|
|
OutEnvironment.SetDefine(TEXT("UPSAMPLE_REQUIRED"), bUpsampleRequired ? TEXT("1") : TEXT("0"));
|
|
}
|
|
|
|
/** Default constructor. */
|
|
TDistanceFieldShadowingUpsamplePS() {}
|
|
|
|
/** Initialization constructor. */
|
|
TDistanceFieldShadowingUpsamplePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
DeferredParameters.Bind(Initializer.ParameterMap);
|
|
ShadowFactorsTexture.Bind(Initializer.ParameterMap,TEXT("ShadowFactorsTexture"));
|
|
ShadowFactorsSampler.Bind(Initializer.ParameterMap,TEXT("ShadowFactorsSampler"));
|
|
ScissorRectMinAndSize.Bind(Initializer.ParameterMap,TEXT("ScissorRectMinAndSize"));
|
|
FadePlaneOffset.Bind(Initializer.ParameterMap,TEXT("FadePlaneOffset"));
|
|
InvFadePlaneLength.Bind(Initializer.ParameterMap,TEXT("InvFadePlaneLength"));
|
|
}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, const FProjectedShadowInfo* ShadowInfo, const FIntRect& ScissorRect, TRefCountPtr<IPooledRenderTarget>& ShadowFactorsTextureValue)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
|
|
DeferredParameters.Set(RHICmdList, ShaderRHI, View);
|
|
|
|
SetTextureParameter(RHICmdList, ShaderRHI, ShadowFactorsTexture, ShadowFactorsSampler, TStaticSamplerState<SF_Bilinear>::GetRHI(), ShadowFactorsTextureValue->GetRenderTargetItem().ShaderResourceTexture);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, ScissorRectMinAndSize, FIntRect(ScissorRect.Min, ScissorRect.Size()));
|
|
|
|
if (ShadowInfo->bDirectionalLight && ShadowInfo->CascadeSettings.FadePlaneLength > 0)
|
|
{
|
|
SetShaderValue(RHICmdList, ShaderRHI, FadePlaneOffset, ShadowInfo->CascadeSettings.FadePlaneOffset);
|
|
SetShaderValue(RHICmdList, ShaderRHI, InvFadePlaneLength, 1.0f / FMath::Max(ShadowInfo->CascadeSettings.FadePlaneLength, .00001f));
|
|
}
|
|
else
|
|
{
|
|
SetShaderValue(RHICmdList, ShaderRHI, FadePlaneOffset, 0.0f);
|
|
SetShaderValue(RHICmdList, ShaderRHI, InvFadePlaneLength, 0.0f);
|
|
}
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << DeferredParameters;
|
|
Ar << ShadowFactorsTexture;
|
|
Ar << ShadowFactorsSampler;
|
|
Ar << ScissorRectMinAndSize;
|
|
Ar << FadePlaneOffset;
|
|
Ar << InvFadePlaneLength;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
private:
|
|
|
|
FDeferredPixelShaderParameters DeferredParameters;
|
|
FShaderResourceParameter ShadowFactorsTexture;
|
|
FShaderResourceParameter ShadowFactorsSampler;
|
|
FShaderParameter ScissorRectMinAndSize;
|
|
FShaderParameter FadePlaneOffset;
|
|
FShaderParameter InvFadePlaneLength;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(template<>,TDistanceFieldShadowingUpsamplePS<true>,TEXT("DistanceFieldShadowing"),TEXT("DistanceFieldShadowingUpsamplePS"),SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(template<>,TDistanceFieldShadowingUpsamplePS<false>,TEXT("DistanceFieldShadowing"),TEXT("DistanceFieldShadowingUpsamplePS"),SF_Pixel);
|
|
|
|
void CullDistanceFieldObjectsForLight(
|
|
FRHICommandListImmediate& RHICmdList,
|
|
const FViewInfo& View,
|
|
const FLightSceneProxy* LightSceneProxy,
|
|
const FMatrix& WorldToShadowValue,
|
|
int32 NumPlanes,
|
|
const FPlane* PlaneData,
|
|
const FVector4& ShadowBoundingSphereValue,
|
|
float ShadowBoundingRadius,
|
|
TScopedPointer<FLightTileIntersectionResources>& TileIntersectionResources)
|
|
{
|
|
const FScene* Scene = (const FScene*)(View.Family->Scene);
|
|
|
|
SCOPED_DRAW_EVENT(RHICmdList, CullObjectsForLight);
|
|
|
|
{
|
|
if (GShadowCulledObjectBuffers.Buffers.MaxObjects < Scene->DistanceFieldSceneData.NumObjectsInBuffer
|
|
|| GShadowCulledObjectBuffers.Buffers.MaxObjects > 3 * Scene->DistanceFieldSceneData.NumObjectsInBuffer)
|
|
{
|
|
GShadowCulledObjectBuffers.Buffers.bWantBoxBounds = true;
|
|
GShadowCulledObjectBuffers.Buffers.MaxObjects = Scene->DistanceFieldSceneData.NumObjectsInBuffer * 5 / 4;
|
|
GShadowCulledObjectBuffers.Buffers.Release();
|
|
GShadowCulledObjectBuffers.Buffers.Initialize();
|
|
}
|
|
|
|
{
|
|
uint32 ClearValues[4] = { 0 };
|
|
RHICmdList.ClearUAV(GShadowCulledObjectBuffers.Buffers.ObjectIndirectArguments.UAV, ClearValues);
|
|
|
|
TShaderMapRef<FCullObjectsForShadowCS> ComputeShader(GetGlobalShaderMap(Scene->GetFeatureLevel()));
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, Scene, View, WorldToShadowValue, NumPlanes, PlaneData, ShadowBoundingSphereValue);
|
|
|
|
DispatchComputeShader(RHICmdList, *ComputeShader, FMath::DivideAndRoundUp<uint32>(Scene->DistanceFieldSceneData.NumObjectsInBuffer, UpdateObjectsGroupSize), 1, 1);
|
|
ComputeShader->UnsetParameters(RHICmdList);
|
|
}
|
|
}
|
|
|
|
// Allocate tile resolution based on world space size
|
|
//@todo - light space perspective shadow maps would make much better use of the resolution
|
|
const float LightTiles = FMath::Min(ShadowBoundingRadius / GShadowWorldTileSize + 1, 256.0f);
|
|
FIntPoint LightTileDimensions(LightTiles, LightTiles);
|
|
|
|
if (LightSceneProxy->GetLightType() == LightType_Directional && GShadowScatterTileCulling)
|
|
{
|
|
if (!TileIntersectionResources || TileIntersectionResources->TileDimensions != LightTileDimensions)
|
|
{
|
|
if (TileIntersectionResources)
|
|
{
|
|
TileIntersectionResources->Release();
|
|
}
|
|
else
|
|
{
|
|
TileIntersectionResources = new FLightTileIntersectionResources();
|
|
}
|
|
|
|
TileIntersectionResources->TileDimensions = LightTileDimensions;
|
|
|
|
TileIntersectionResources->Initialize();
|
|
}
|
|
|
|
{
|
|
TShaderMapRef<FClearTilesCS> ComputeShader(View.ShaderMap);
|
|
|
|
uint32 GroupSizeX = FMath::DivideAndRoundUp(LightTileDimensions.X, GDistanceFieldAOTileSizeX);
|
|
uint32 GroupSizeY = FMath::DivideAndRoundUp(LightTileDimensions.Y, GDistanceFieldAOTileSizeY);
|
|
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, FVector2D(LightTileDimensions.X, LightTileDimensions.Y), TileIntersectionResources);
|
|
DispatchComputeShader(RHICmdList, *ComputeShader, GroupSizeX, GroupSizeY, 1);
|
|
|
|
ComputeShader->UnsetParameters(RHICmdList);
|
|
}
|
|
|
|
{
|
|
TShaderMapRef<FShadowObjectCullVS> VertexShader(View.ShaderMap);
|
|
TShaderMapRef<FShadowObjectCullPS> PixelShader(View.ShaderMap);
|
|
|
|
TArray<FUnorderedAccessViewRHIParamRef> UAVs;
|
|
PixelShader->GetUAVs(View, TileIntersectionResources, UAVs);
|
|
RHICmdList.SetRenderTargets(0, (const FRHIRenderTargetView *)NULL, NULL, UAVs.Num(), UAVs.GetData());
|
|
|
|
RHICmdList.SetViewport(0, 0, 0.0f, LightTileDimensions.X, LightTileDimensions.Y, 1.0f);
|
|
|
|
// Render backfaces since camera may intersect
|
|
RHICmdList.SetRasterizerState(View.bReverseCulling ? TStaticRasterizerState<FM_Solid, CM_CW>::GetRHI() : TStaticRasterizerState<FM_Solid, CM_CCW>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
|
|
|
|
VertexShader->SetParameters(RHICmdList, View, FVector2D(LightTileDimensions.X, LightTileDimensions.Y), WorldToShadowValue, ShadowBoundingRadius);
|
|
PixelShader->SetParameters(RHICmdList, View, FVector2D(LightTileDimensions.X, LightTileDimensions.Y));
|
|
|
|
RHICmdList.SetStreamSource(0, StencilingGeometry::GLowPolyStencilSphereVertexBuffer.VertexBufferRHI, sizeof(FVector4), 0);
|
|
|
|
RHICmdList.DrawIndexedPrimitiveIndirect(
|
|
PT_TriangleList,
|
|
StencilingGeometry::GLowPolyStencilSphereIndexBuffer.IndexBufferRHI,
|
|
GShadowCulledObjectBuffers.Buffers.ObjectIndirectArguments.Buffer,
|
|
0);
|
|
|
|
SetRenderTarget(RHICmdList, NULL, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool SupportsDistanceFieldShadows(ERHIFeatureLevel::Type FeatureLevel, EShaderPlatform ShaderPlatform)
|
|
{
|
|
return GDistanceFieldShadowing
|
|
&& FeatureLevel >= ERHIFeatureLevel::SM5
|
|
&& DoesPlatformSupportDistanceFieldShadowing(ShaderPlatform);
|
|
}
|
|
|
|
bool FDeferredShadingSceneRenderer::ShouldPrepareForDistanceFieldShadows() const
|
|
{
|
|
bool bSceneHasRayTracedDFShadows = false;
|
|
|
|
for (TSparseArray<FLightSceneInfoCompact>::TConstIterator LightIt(Scene->Lights); LightIt; ++LightIt)
|
|
{
|
|
const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt;
|
|
const FLightSceneInfo* const LightSceneInfo = LightSceneInfoCompact.LightSceneInfo;
|
|
|
|
if (LightSceneInfo->ShouldRenderLightViewIndependent())
|
|
{
|
|
const FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id];
|
|
|
|
for (int32 ShadowIndex = 0; ShadowIndex < VisibleLightInfo.AllProjectedShadows.Num(); ShadowIndex++)
|
|
{
|
|
const FProjectedShadowInfo* ProjectedShadowInfo = VisibleLightInfo.AllProjectedShadows[ShadowIndex];
|
|
|
|
if (ProjectedShadowInfo->CascadeSettings.bRayTracedDistanceField)
|
|
{
|
|
bSceneHasRayTracedDFShadows = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ViewFamily.EngineShowFlags.DynamicShadows
|
|
&& bSceneHasRayTracedDFShadows
|
|
&& SupportsDistanceFieldShadows(Scene->GetFeatureLevel(), Scene->GetShaderPlatform());
|
|
}
|
|
|
|
void FProjectedShadowInfo::RenderRayTracedDistanceFieldProjection(FRHICommandListImmediate& RHICmdList, const FViewInfo& View) const
|
|
{
|
|
if (SupportsDistanceFieldShadows(View.GetFeatureLevel(), View.GetShaderPlatform()))
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_RenderRayTracedDistanceFieldShadows);
|
|
SCOPED_DRAW_EVENT(RHICmdList, RayTracedDistanceFieldShadow);
|
|
|
|
const FScene* Scene = (const FScene*)(View.Family->Scene);
|
|
|
|
if (GDistanceFieldVolumeTextureAtlas.VolumeTextureRHI && Scene->DistanceFieldSceneData.NumObjectsInBuffer > 0)
|
|
{
|
|
check(!Scene->DistanceFieldSceneData.HasPendingOperations());
|
|
|
|
GSceneRenderTargets.FinishRenderingLightAttenuation(RHICmdList);
|
|
SetRenderTarget(RHICmdList, NULL, NULL);
|
|
|
|
int32 NumPlanes = 0;
|
|
const FPlane* PlaneData = NULL;
|
|
FVector4 ShadowBoundingSphereValue(0, 0, 0, 0);
|
|
|
|
if (bDirectionalLight)
|
|
{
|
|
NumPlanes = CascadeSettings.ShadowBoundsAccurate.Planes.Num();
|
|
PlaneData = CascadeSettings.ShadowBoundsAccurate.Planes.GetData();
|
|
}
|
|
else if (CascadeSettings.bOnePassPointLightShadow)
|
|
{
|
|
ShadowBoundingSphereValue = FVector4(ShadowBounds.Center.X, ShadowBounds.Center.Y, ShadowBounds.Center.Z, ShadowBounds.W);
|
|
}
|
|
else
|
|
{
|
|
NumPlanes = CasterFrustum.Planes.Num();
|
|
PlaneData = CasterFrustum.Planes.GetData();
|
|
ShadowBoundingSphereValue = FVector4(PreShadowTranslation, 0);
|
|
}
|
|
|
|
const FMatrix WorldToShadowValue = FTranslationMatrix(PreShadowTranslation) * SubjectAndReceiverMatrix;
|
|
|
|
CullDistanceFieldObjectsForLight(
|
|
RHICmdList,
|
|
View,
|
|
LightSceneInfo->Proxy,
|
|
WorldToShadowValue,
|
|
NumPlanes,
|
|
PlaneData,
|
|
ShadowBoundingSphereValue,
|
|
ShadowBounds.W,
|
|
LightSceneInfo->TileIntersectionResources
|
|
);
|
|
|
|
FLightTileIntersectionResources* TileIntersectionResources = LightSceneInfo->TileIntersectionResources;
|
|
|
|
View.HeightfieldLightingViewInfo.ComputeRayTracedShadowing(View, RHICmdList, this, TileIntersectionResources, GShadowCulledObjectBuffers);
|
|
|
|
TRefCountPtr<IPooledRenderTarget> RayTracedShadowsRT;
|
|
|
|
{
|
|
const FIntPoint BufferSize = GetBufferSizeForDFShadows();
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_G16R16F, TexCreate_None, TexCreate_RenderTargetable | TexCreate_UAV, false));
|
|
GRenderTargetPool.FindFreeElement(Desc, RayTracedShadowsRT, TEXT("RayTracedShadows"));
|
|
}
|
|
|
|
FIntRect ScissorRect;
|
|
|
|
{
|
|
if (!LightSceneInfo->Proxy->GetScissorRect(ScissorRect, View))
|
|
{
|
|
ScissorRect = View.ViewRect;
|
|
}
|
|
|
|
uint32 GroupSizeX = FMath::DivideAndRoundUp(ScissorRect.Size().X / GetDFShadowDownsampleFactor(), GDistanceFieldAOTileSizeX);
|
|
uint32 GroupSizeY = FMath::DivideAndRoundUp(ScissorRect.Size().Y / GetDFShadowDownsampleFactor(), GDistanceFieldAOTileSizeY);
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, RayTraceShadows);
|
|
|
|
SetRenderTarget(RHICmdList, NULL, NULL);
|
|
|
|
if (bDirectionalLight && GShadowScatterTileCulling)
|
|
{
|
|
TShaderMapRef<TDistanceFieldShadowingCS<DFS_DirectionalLightScatterTileCulling> > ComputeShader(View.ShaderMap);
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, this, RayTracedShadowsRT->GetRenderTargetItem(), FVector2D(GroupSizeX, GroupSizeY), ScissorRect, TileIntersectionResources);
|
|
DispatchComputeShader(RHICmdList, *ComputeShader, GroupSizeX, GroupSizeY, 1);
|
|
ComputeShader->UnsetParameters(RHICmdList);
|
|
}
|
|
else if (bDirectionalLight)
|
|
{
|
|
TShaderMapRef<TDistanceFieldShadowingCS<DFS_DirectionalLightTiledCulling> > ComputeShader(View.ShaderMap);
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, this, RayTracedShadowsRT->GetRenderTargetItem(), FVector2D(GroupSizeX, GroupSizeY), ScissorRect, TileIntersectionResources);
|
|
DispatchComputeShader(RHICmdList, *ComputeShader, GroupSizeX, GroupSizeY, 1);
|
|
ComputeShader->UnsetParameters(RHICmdList);
|
|
}
|
|
else
|
|
{
|
|
TShaderMapRef<TDistanceFieldShadowingCS<DFS_PointLightTiledCulling> > ComputeShader(View.ShaderMap);
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, this, RayTracedShadowsRT->GetRenderTargetItem(), FVector2D(GroupSizeX, GroupSizeY), ScissorRect, TileIntersectionResources);
|
|
DispatchComputeShader(RHICmdList, *ComputeShader, GroupSizeX, GroupSizeY, 1);
|
|
ComputeShader->UnsetParameters(RHICmdList);
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
GSceneRenderTargets.BeginRenderingLightAttenuation(RHICmdList);
|
|
|
|
SCOPED_DRAW_EVENT(RHICmdList, Upsample);
|
|
|
|
RHICmdList.SetViewport(ScissorRect.Min.X, ScissorRect.Min.Y, 0.0f, ScissorRect.Max.X, ScissorRect.Max.Y, 1.0f);
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
if (bDirectionalLight)
|
|
{
|
|
// use R and G in Light Attenuation for directional lights
|
|
// CO_Min is needed to combine with far shadows which overlap the same depth range
|
|
RHICmdList.SetBlendState(TStaticBlendState<CW_RG, BO_Min, BF_One, BF_One>::GetRHI());
|
|
}
|
|
else
|
|
{
|
|
// use B and A in Light Attenuation
|
|
// CO_Min is needed to combine multiple shadow passes
|
|
RHICmdList.SetBlendState(TStaticBlendState<CW_BA, BO_Min, BF_One, BF_One, BO_Min, BF_One, BF_One>::GetRHI());
|
|
}
|
|
|
|
TShaderMapRef<FPostProcessVS> VertexShader(View.ShaderMap);
|
|
|
|
if (GFullResolutionDFShadowing)
|
|
{
|
|
TShaderMapRef<TDistanceFieldShadowingUpsamplePS<false> > PixelShader(View.ShaderMap);
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
VertexShader->SetParameters(RHICmdList, View);
|
|
PixelShader->SetParameters(RHICmdList, View, this, ScissorRect, RayTracedShadowsRT);
|
|
}
|
|
else
|
|
{
|
|
TShaderMapRef<TDistanceFieldShadowingUpsamplePS<true> > PixelShader(View.ShaderMap);
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
VertexShader->SetParameters(RHICmdList, View);
|
|
PixelShader->SetParameters(RHICmdList, View, this, ScissorRect, RayTracedShadowsRT);
|
|
}
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
0, 0,
|
|
ScissorRect.Width(), ScissorRect.Height(),
|
|
ScissorRect.Min.X / GetDFShadowDownsampleFactor(), ScissorRect.Min.Y / GetDFShadowDownsampleFactor(),
|
|
ScissorRect.Width() / GetDFShadowDownsampleFactor(), ScissorRect.Height() / GetDFShadowDownsampleFactor(),
|
|
FIntPoint(ScissorRect.Width(), ScissorRect.Height()),
|
|
GetBufferSizeForDFShadows(),
|
|
*VertexShader);
|
|
}
|
|
}
|
|
}
|
|
}
|