Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/ShadowSetup.cpp
Marcus Wassmer fb641b18e9 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3169859)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3134663 on 2016/09/21 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
	#jira UE-34347

Change 3142292 on 2016/09/27 by Rolando.Caloca

	DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
	#jira UE-31438

Change 3143557 on 2016/09/28 by Rolando.Caloca

	DR - Back out changelist 3142292

Change 3145354 on 2016/09/29 by Benjamin.Hyder

	Updating Tm-ContactShadows

Change 3154832 on 2016/10/07 by Rolando.Caloca

	DR - vk - Fix crash on framebuffers with missing textures

Change 3154838 on 2016/10/07 by Rolando.Caloca

	DR - vk - Enable clip distance

Change 3154840 on 2016/10/07 by Rolando.Caloca

	DR - Remove branch per codereview

Change 3155118 on 2016/10/07 by Rolando.Caloca

	DR - vk - Compute pipeline fixes

Change 3155129 on 2016/10/07 by Rolando.Caloca

	DR - Added draw events for reflection captures

Change 3155167 on 2016/10/07 by Rolando.Caloca

	DR - Use shader clear for platforms that can't use viewport or scissor

Change 3155168 on 2016/10/07 by Rolando.Caloca

	DR - vk - Added submit gpu
	- Some fixes for Geometry and Compute

Change 3155595 on 2016/10/07 by Rolando.Caloca

	DR - vk - Use new render pass system

Change 3155720 on 2016/10/07 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3155732 on 2016/10/07 by Rolando.Caloca

	DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear

Change 3156787 on 2016/10/10 by Rolando.Caloca

	DR - Fix mem leaks

Change 3156805 on 2016/10/10 by Rolando.Caloca

	DR - Improve check msg per licensee

Change 3156815 on 2016/10/10 by Rolando.Caloca

	DR - Fix infinite recursion

Change 3157041 on 2016/10/10 by Rolando.Caloca

	DR - vk - Fix key access from multiple threads

Change 3158253 on 2016/10/11 by Rolando.Caloca

	DR - Fix comment
	#jira UE-37128
	PR #2852

Change 3158606 on 2016/10/11 by Rolando.Caloca

	DR - vk - Accessors

Change 3160418 on 2016/10/12 by Daniel.Wright

	Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser

Change 3160644 on 2016/10/12 by Arne.Schober

	DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms.

Change 3161219 on 2016/10/13 by Luke.Thatcher

	[RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL.

Change 3161838 on 2016/10/13 by Daniel.Wright

	Fixed level getting added to the dirty list twice when legacy lightmaps are present

Change 3161884 on 2016/10/13 by Arne.Schober

	DR - Fix Mac and DCC build

Change 3162206 on 2016/10/13 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
	Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
	Added CustomEyeTangent to material attributes.
	Resolved some hard-coded attribute typing and other minor fixes.

Change 3162491 on 2016/10/13 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397:
	More fixed type-casting on material attributes.
	Swapped compiler::forcecast booleans to flags (and fixed a regression).

Change 3163266 on 2016/10/14 by Daniel.Wright

	Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly

Change 3163524 on 2016/10/14 by Mark.Satterthwaite

	Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful.

Change 3163529 on 2016/10/14 by Mark.Satterthwaite

	Move the Metal shader source code and compilation path into the newly enlarged shader optional data.

Change 3163553 on 2016/10/14 by Mark.Satterthwaite

	Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system.
	#jira FORT-31590

Change 3163562 on 2016/10/14 by Mark.Satterthwaite

	Tidy up and extend the Metal debugging options:
	- Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU.
	- Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory.
	- Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely.
	- Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors.
	- Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API.
	- Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely.
	- Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time.
	- Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case.

Change 3163752 on 2016/10/14 by Mark.Satterthwaite

	Add missing parenthesis to fix compile error on iOS.

Change 3164151 on 2016/10/16 by Benjamin.Hyder

	Submitting TM-AutoLOD level to QAGame

	#jira UE-29618

Change 3164190 on 2016/10/16 by Uriel.Doyon

	Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture.
	This data can be disabled through "r.Streaming.UseMaterialData"
	Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes.
	Simplified component interface for using the texture streaming build framework.
	Removed intermediate texture streaming build data from the static mesh components.
	Fixed shader compilation errors with the decals (from merge with main).

Change 3164636 on 2016/10/17 by Rolando.Caloca

	DR - vk - Fix validation spam

Change 3164679 on 2016/10/17 by Arne.Schober

	DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area.

Change 3164705 on 2016/10/17 by Daniel.Wright

	When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches.  This optimization requires a lighting build to compute PrecomputedLightVolume bounds.

Change 3164834 on 2016/10/17 by Daniel.Wright

	Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)

Change 3164870 on 2016/10/17 by Arne.Schober

	DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer.

Change 3164949 on 2016/10/17 by Rolando.Caloca

	DR - vk - First version of pooled occlusion queries

Change 3165100 on 2016/10/17 by Rolando.Caloca

	DR - vk - Added driver version for Nvidia. AMD doesn't have one yet.

Change 3165160 on 2016/10/17 by Rolando.Caloca

	DR - vk - Fix for queries not ready

Change 3165230 on 2016/10/17 by Rolando.Caloca

	DR - vk - More fixes for occlusion queries

Change 3165839 on 2016/10/18 by Rolando.Caloca

	DR - hlslcc - Fix default parameters getting wrong values

Change 3166029 on 2016/10/18 by Rolando.Caloca

	DR - Switch some clears to DrawClearQuad()

Change 3166066 on 2016/10/18 by Mark.Satterthwaite

	Update ShaderVersion due to CL #3163524

Change 3166067 on 2016/10/18 by Mark.Satterthwaite

	Update Mac hlslcc for RCO's 3165839.

Change 3166370 on 2016/10/18 by Brian.Karis

	Improved hair AA

Change 3166389 on 2016/10/18 by Uriel.Doyon

	Fixed lightmap having bigger resolutions than the engine can handle
	#jira UE-34737
	#review-3166193 @daniel.wright

Change 3166495 on 2016/10/18 by Rolando.Caloca

	DR - vk - Fix occlusion queries

Change 3166516 on 2016/10/18 by Arne.Schober

	DR - Fix shaderbuild issue

Change 3166650 on 2016/10/18 by Rolando.Caloca

	DR - vk - Enable GRHISupportsFirstInstance

Change 3166799 on 2016/10/18 by Arne.Schober

	DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO

Change 3167855 on 2016/10/19 by Rolando.Caloca

	DR - vk - Implemented texture streaming

Change 3168365 on 2016/10/19 by Rolando.Caloca

	DR - Fix static analysis

Change 3168405 on 2016/10/19 by Mark.Satterthwaite

	Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky.
	#jira UE-37489

Change 3169467 on 2016/10/20 by Arne.Schober

	DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling.

Change 3169478 on 2016/10/20 by Arne.Schober

	DR - UE-28039 - missing comment

Change 3169845 on 2016/10/20 by Arne.Schober

	DR - UE-35937 - readd Merged out check

Change 3169859 on 2016/10/20 by Rolando.Caloca

	DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database

[CL 3170066 by Marcus Wassmer in Main branch]
2016-10-20 20:09:22 -04:00

3415 lines
143 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShadowSetup.cpp: Dynamic shadow setup implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "LightPropagationVolume.h"
#include "LightPropagationVolumeBlendable.h"
#include "CapsuleShadowRendering.h"
static float GMinScreenRadiusForShadowCaster = 0.03f;
static FAutoConsoleVariableRef CVarMinScreenRadiusForShadowCaster(
TEXT("r.Shadow.RadiusThreshold"),
GMinScreenRadiusForShadowCaster,
TEXT("Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius\n")
TEXT("(default 0.03)"),
ECVF_Scalability | ECVF_RenderThreadSafe
);
static float GMinScreenRadiusForShadowCasterRSM = 0.06f;
static FAutoConsoleVariableRef CVarMinScreenRadiusForShadowCasterRSM(
TEXT("r.Shadow.RadiusThresholdRSM"),
GMinScreenRadiusForShadowCasterRSM,
TEXT("Cull shadow casters in the RSM if they are too small, values is the minimal screen space bounding sphere radius\n")
TEXT("(default 0.06)")
);
int32 GCacheWholeSceneShadows = 1;
FAutoConsoleVariableRef CVarCacheWholeSceneShadows(
TEXT("r.Shadow.CacheWholeSceneShadows"),
GCacheWholeSceneShadows,
TEXT("When enabled, movable point and spot light whole scene shadow depths from static primitives will be cached as an optimization."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
int32 GWholeSceneShadowCacheMb = 150;
FAutoConsoleVariableRef CVarWholeSceneShadowCacheMb(
TEXT("r.Shadow.WholeSceneShadowCacheMb"),
GWholeSceneShadowCacheMb,
TEXT("Amount of memory that can be spent caching whole scene shadows. ShadowMap allocations in a single frame can cause this to be exceeded."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
int32 GCachedShadowsCastFromMovablePrimitives = 1;
FAutoConsoleVariableRef CVarCachedWholeSceneShadowsCastFromMovablePrimitives(
TEXT("r.Shadow.CachedShadowsCastFromMovablePrimitives"),
GCachedShadowsCastFromMovablePrimitives,
TEXT("Whether movable primitives should cast a shadow from cached whole scene shadows (movable point and spot lights).\n")
TEXT("Disabling this can be used to remove the copy of the cached shadowmap."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
/** Can be used to visualize preshadow frustums when the shadowfrustums show flag is enabled. */
static TAutoConsoleVariable<int32> CVarDrawPreshadowFrustum(
TEXT("r.Shadow.DrawPreshadowFrustums"),
0,
TEXT("visualize preshadow frustums when the shadowfrustums show flag is enabled"),
ECVF_RenderThreadSafe
);
/** Whether to allow preshadows (static world casting on character), can be disabled for debugging. */
static TAutoConsoleVariable<int32> CVarAllowPreshadows(
TEXT("r.Shadow.Preshadows"),
1,
TEXT("Whether to allow preshadows (static world casting on character)"),
ECVF_RenderThreadSafe
);
/** Whether to allow per object shadows (character casting on world), can be disabled for debugging. */
static TAutoConsoleVariable<int32> CVarAllowPerObjectShadows(
TEXT("r.Shadow.PerObject"),
1,
TEXT("Whether to render per object shadows (character casting on world)\n")
TEXT("0: off\n")
TEXT("1: on (default)"),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<float> CVarShadowFadeExponent(
TEXT("r.Shadow.FadeExponent"),
0.25f,
TEXT("Controls the rate at which shadows are faded out"),
ECVF_RenderThreadSafe);
/**
* Whether preshadows can be cached as an optimization.
* Disabling the caching through this setting is useful when debugging.
*/
static TAutoConsoleVariable<int32> CVarCachePreshadows(
TEXT("r.Shadow.CachePreshadow"),
1,
TEXT("Whether preshadows can be cached as an optimization"),
ECVF_RenderThreadSafe
);
bool ShouldUseCachePreshadows()
{
return CVarCachePreshadows.GetValueOnRenderThread() != 0;
}
int32 GPreshadowsForceLowestLOD = 0;
FAutoConsoleVariableRef CVarPreshadowsForceLowestLOD(
TEXT("r.Shadow.PreshadowsForceLowestDetailLevel"),
GPreshadowsForceLowestLOD,
TEXT("When enabled, static meshes render their lowest detail level into preshadow depth maps. Disabled by default as it causes artifacts with poor quality LODs (tree billboard)."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
/**
* This value specifies how much bounds will be expanded when rendering a cached preshadow (0.15 = 15% larger).
* Larger values result in more cache hits, but lower resolution and pull more objects into the depth pass.
*/
static TAutoConsoleVariable<float> CVarPreshadowExpandFraction(
TEXT("r.Shadow.PreshadowExpand"),
0.15f,
TEXT("How much bounds will be expanded when rendering a cached preshadow (0.15 = 15% larger)"),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<float> CVarPreShadowResolutionFactor(
TEXT("r.Shadow.PreShadowResolutionFactor"),
0.5f,
TEXT("Mulitplier for preshadow resolution"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarShadowTexelsPerPixel(
TEXT("r.Shadow.TexelsPerPixel"),
1.27324f,
TEXT("The ratio of subject pixels to shadow texels for per-object shadows"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarShadowTexelsPerPixelSpotlight(
TEXT("r.Shadow.TexelsPerPixelSpotlight"),
1.27324f,
TEXT("The ratio of subject pixels to shadow texels for spotlights"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarPreShadowFadeResolution(
TEXT("r.Shadow.PreShadowFadeResolution"),
16,
TEXT("Resolution in texels below which preshadows are faded out"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarShadowFadeResolution(
TEXT("r.Shadow.FadeResolution"),
64,
TEXT("Resolution in texels below which shadows are faded out"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarMinShadowResolution(
TEXT("r.Shadow.MinResolution"),
32,
TEXT("Minimum dimensions (in texels) allowed for rendering shadow subject depths"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarMinPreShadowResolution(
TEXT("r.Shadow.MinPreShadowResolution"),
8,
TEXT("Minimum dimensions (in texels) allowed for rendering preshadow depths"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarUseConservativeShadowBounds(
TEXT("r.Shadow.ConservativeBounds"),
0,
TEXT("Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarEnableCsmShaderCulling(
TEXT("r.Mobile.Shadow.CSMShaderCulling"),
1,
TEXT(""),
ECVF_RenderThreadSafe);
#if !UE_BUILD_SHIPPING
// read and written on the render thread
bool GDumpShadowSetup = false;
void DumpShadowDumpSetup()
{
ENQUEUE_UNIQUE_RENDER_COMMAND(
DumpShadowDumpSetup,
{
GDumpShadowSetup = true;
});
}
FAutoConsoleCommand CmdDumpShadowDumpSetup(
TEXT("r.DumpShadows"),
TEXT("Dump shadow setup (for developer only, only for non shiping build)"),
FConsoleCommandDelegate::CreateStatic(DumpShadowDumpSetup)
);
#endif // !UE_BUILD_SHIPPING
/**
* Helper function to determine fade alpha value for shadows based on resolution. In the below ASCII art (1) is
* the MinShadowResolution and (2) is the ShadowFadeResolution. Alpha will be 0 below the min resolution and 1
* above the fade resolution. In between it is going to be an exponential curve with the values between (1) and (2)
* being normalized in the 0..1 range.
*
*
* | /-------
* | /
* |/
* 1-----2-------
*
* @param MaxUnclampedResolution Requested resolution, unclamped so it can be below min
* @param ShadowFadeResolution Resolution at which fade begins
* @param MinShadowResolution Minimum resolution of shadow
*
* @return fade value between 0 and 1
*/
float CalculateShadowFadeAlpha(const float MaxUnclampedResolution, const uint32 ShadowFadeResolution, const uint32 MinShadowResolution)
{
// NB: MaxUnclampedResolution < 0 will return FadeAlpha = 0.0f.
float FadeAlpha = 0.0f;
// Shadow size is above fading resolution.
if (MaxUnclampedResolution > ShadowFadeResolution)
{
FadeAlpha = 1.0f;
}
// Shadow size is below fading resolution but above min resolution.
else if (MaxUnclampedResolution > MinShadowResolution)
{
const float Exponent = CVarShadowFadeExponent.GetValueOnRenderThread();
// Use the limit case ShadowFadeResolution = MinShadowResolution
// to gracefully handle this case.
if (MinShadowResolution >= ShadowFadeResolution)
{
const float SizeRatio = (float)(MaxUnclampedResolution - MinShadowResolution);
FadeAlpha = 1.0f - FMath::Pow(SizeRatio, Exponent);
}
else
{
const float InverseRange = 1.0f / (ShadowFadeResolution - MinShadowResolution);
const float FirstFadeValue = FMath::Pow(InverseRange, Exponent);
const float SizeRatio = (float)(MaxUnclampedResolution - MinShadowResolution) * InverseRange;
// Rescale the fade alpha to reduce the change between no fading and the first value, which reduces popping with small ShadowFadeExponent's
FadeAlpha = (FMath::Pow(SizeRatio, Exponent) - FirstFadeValue) / (1.0f - FirstFadeValue);
}
}
return FadeAlpha;
}
typedef TArray<FVector,TInlineAllocator<8> > FBoundingBoxVertexArray;
/** Stores the indices for an edge of a bounding volume. */
struct FBoxEdge
{
uint16 FirstEdgeIndex;
uint16 SecondEdgeIndex;
FBoxEdge(uint16 InFirst, uint16 InSecond) :
FirstEdgeIndex(InFirst),
SecondEdgeIndex(InSecond)
{}
};
typedef TArray<FBoxEdge,TInlineAllocator<12> > FBoundingBoxEdgeArray;
/**
* Creates an array of vertices and edges for a bounding box.
* @param Box - The bounding box
* @param OutVertices - Upon return, the array will contain the vertices of the bounding box.
* @param OutEdges - Upon return, will contain indices of the edges of the bounding box.
*/
static void GetBoundingBoxVertices(const FBox& Box,FBoundingBoxVertexArray& OutVertices, FBoundingBoxEdgeArray& OutEdges)
{
OutVertices.Empty(8);
OutVertices.AddUninitialized(8);
for(int32 X = 0;X < 2;X++)
{
for(int32 Y = 0;Y < 2;Y++)
{
for(int32 Z = 0;Z < 2;Z++)
{
OutVertices[X * 4 + Y * 2 + Z] = FVector(
X ? Box.Min.X : Box.Max.X,
Y ? Box.Min.Y : Box.Max.Y,
Z ? Box.Min.Z : Box.Max.Z
);
}
}
}
OutEdges.Empty(12);
OutEdges.AddUninitialized(12);
for(uint16 X = 0;X < 2;X++)
{
uint16 BaseIndex = X * 4;
OutEdges[X * 4 + 0] = FBoxEdge(BaseIndex, BaseIndex + 1);
OutEdges[X * 4 + 1] = FBoxEdge(BaseIndex + 1, BaseIndex + 3);
OutEdges[X * 4 + 2] = FBoxEdge(BaseIndex + 3, BaseIndex + 2);
OutEdges[X * 4 + 3] = FBoxEdge(BaseIndex + 2, BaseIndex);
}
for(uint16 XEdge = 0;XEdge < 4;XEdge++)
{
OutEdges[8 + XEdge] = FBoxEdge(XEdge, XEdge + 4);
}
}
/**
* Computes the transform contains a set of bounding box vertices and minimizes the pre-transform volume inside the post-transform clip space.
* @param ZAxis - The Z axis of the transform.
* @param Points - The points that represent the bounding volume.
* @param Edges - The edges of the bounding volume.
* @param OutAspectRatio - Upon successful return, contains the aspect ratio of the AABB; the ratio of width:height.
* @param OutTransform - Upon successful return, contains the transform.
* @return true if it successfully found a non-zero area projection of the bounding points.
*/
static bool GetBestShadowTransform(const FVector& ZAxis,const FBoundingBoxVertexArray& Points, const FBoundingBoxEdgeArray& Edges, float& OutAspectRatio, FMatrix& OutTransform)
{
// Find the axis parallel to the edge between any two boundary points with the smallest projection of the bounds onto the axis.
FVector XAxis(0,0,0);
FVector YAxis(0,0,0);
FVector Translation(0,0,0);
float BestProjectedExtent = FLT_MAX;
bool bValidProjection = false;
// Cache unaliased pointers to point and edge data
const FVector* RESTRICT PointsPtr = Points.GetData();
const FBoxEdge* RESTRICT EdgesPtr = Edges.GetData();
const int32 NumPoints = Points.Num();
const int32 NumEdges = Edges.Num();
// We're always dealing with box geometry here, so we can hint the compiler
ASSUME( NumPoints == 8 );
ASSUME( NumEdges == 12 );
for(int32 EdgeIndex = 0;EdgeIndex < NumEdges; ++EdgeIndex)
{
const FVector Point = PointsPtr[EdgesPtr[EdgeIndex].FirstEdgeIndex];
const FVector OtherPoint = PointsPtr[EdgesPtr[EdgeIndex].SecondEdgeIndex];
const FVector PointDelta = OtherPoint - Point;
const FVector TrialXAxis = (PointDelta - ZAxis * (PointDelta | ZAxis)).GetSafeNormal();
const FVector TrialYAxis = (ZAxis ^ TrialXAxis).GetSafeNormal();
// Calculate the size of the projection of the bounds onto this axis and an axis orthogonal to it and the Z axis.
float MinProjectedX = FLT_MAX;
float MaxProjectedX = -FLT_MAX;
float MinProjectedY = FLT_MAX;
float MaxProjectedY = -FLT_MAX;
for(int32 ProjectedPointIndex = 0;ProjectedPointIndex < NumPoints; ++ProjectedPointIndex)
{
const float ProjectedX = PointsPtr[ProjectedPointIndex] | TrialXAxis;
MinProjectedX = FMath::Min(MinProjectedX,ProjectedX);
MaxProjectedX = FMath::Max(MaxProjectedX,ProjectedX);
const float ProjectedY = PointsPtr[ProjectedPointIndex] | TrialYAxis;
MinProjectedY = FMath::Min(MinProjectedY,ProjectedY);
MaxProjectedY = FMath::Max(MaxProjectedY,ProjectedY);
}
float ProjectedExtentX;
float ProjectedExtentY;
if (CVarUseConservativeShadowBounds.GetValueOnRenderThread() != 0)
{
ProjectedExtentX = 2 * FMath::Max(FMath::Abs(MaxProjectedX), FMath::Abs(MinProjectedX));
ProjectedExtentY = 2 * FMath::Max(FMath::Abs(MaxProjectedY), FMath::Abs(MinProjectedY));
}
else
{
ProjectedExtentX = MaxProjectedX - MinProjectedX;
ProjectedExtentY = MaxProjectedY - MinProjectedY;
}
const float ProjectedExtent = ProjectedExtentX * ProjectedExtentY;
if(ProjectedExtent < BestProjectedExtent - .05f
// Only allow projections with non-zero area
&& ProjectedExtent > DELTA)
{
bValidProjection = true;
BestProjectedExtent = ProjectedExtent;
XAxis = TrialXAxis * 2.0f / ProjectedExtentX;
YAxis = TrialYAxis * 2.0f / ProjectedExtentY;
// Translating in post-transform clip space can cause the corners of the world space bounds to be outside of the transform generated by this function
// This usually manifests in cinematics where the character's head is near the top of the bounds
if (CVarUseConservativeShadowBounds.GetValueOnRenderThread() == 0)
{
Translation.X = (MinProjectedX + MaxProjectedX) * 0.5f;
Translation.Y = (MinProjectedY + MaxProjectedY) * 0.5f;
}
if(ProjectedExtentY > ProjectedExtentX)
{
// Always make the X axis the largest one.
Exchange(XAxis,YAxis);
Exchange(Translation.X,Translation.Y);
XAxis *= -1.0f;
Translation.X *= -1.0f;
OutAspectRatio = ProjectedExtentY / ProjectedExtentX;
}
else
{
OutAspectRatio = ProjectedExtentX / ProjectedExtentY;
}
}
}
// Only create the shadow if the projected extent of the given points has a non-zero area.
if(bValidProjection && BestProjectedExtent > DELTA)
{
OutTransform = FBasisVectorMatrix(XAxis,YAxis,ZAxis,FVector(0,0,0)) * FTranslationMatrix(Translation);
return true;
}
else
{
return false;
}
}
FProjectedShadowInfo::FProjectedShadowInfo()
: ShadowDepthView(NULL)
, CacheMode(SDCM_Uncached)
, DependentView(0)
, ShadowId(INDEX_NONE)
, PreShadowTranslation(0, 0, 0)
, ShadowBounds(0)
, X(0)
, Y(0)
, ResolutionX(0)
, ResolutionY(0)
, BorderSize(0)
, MaxScreenPercent(1.0f)
, bAllocated(false)
, bRendered(false)
, bAllocatedInPreshadowCache(false)
, bDepthsCached(false)
, bDirectionalLight(false)
, bOnePassPointLightShadow(false)
, bWholeSceneShadow(false)
, bReflectiveShadowmap(false)
, bTranslucentShadow(false)
, bRayTracedDistanceField(false)
, bCapsuleShadow(false)
, bPreShadow(false)
, bSelfShadowOnly(false)
, bPerObjectOpaqueShadow(false)
, LightSceneInfo(0)
, ParentSceneInfo(0)
, ShaderDepthBias(0.0f)
{
}
/** Shadow border needs to be wide enough to prevent the shadow filtering from picking up content in other shadowmaps in the atlas. */
const static uint32 SHADOW_BORDER = 4;
bool FProjectedShadowInfo::SetupPerObjectProjection(
FLightSceneInfo* InLightSceneInfo,
const FPrimitiveSceneInfo* InParentSceneInfo,
const FPerObjectProjectedShadowInitializer& Initializer,
bool bInPreShadow,
uint32 InResolutionX,
uint32 MaxShadowResolutionY,
uint32 InBorderSize,
float InMaxScreenPercent,
bool bInTranslucentShadow)
{
check(InParentSceneInfo);
LightSceneInfo = InLightSceneInfo;
LightSceneInfoCompact = InLightSceneInfo;
ParentSceneInfo = InParentSceneInfo;
PreShadowTranslation = Initializer.PreShadowTranslation;
ShadowBounds = FSphere(Initializer.SubjectBounds.Origin - Initializer.PreShadowTranslation, Initializer.SubjectBounds.SphereRadius);
ResolutionX = InResolutionX;
BorderSize = InBorderSize;
MaxScreenPercent = InMaxScreenPercent;
bDirectionalLight = InLightSceneInfo->Proxy->GetLightType() == LightType_Directional;
const ERHIFeatureLevel::Type FeatureLevel = LightSceneInfo->Scene->GetFeatureLevel();
bCapsuleShadow = InParentSceneInfo->Proxy->CastsCapsuleDirectShadow() && !bInPreShadow && SupportsCapsuleShadows(FeatureLevel, GShaderPlatformForFeatureLevel[FeatureLevel]);
bTranslucentShadow = bInTranslucentShadow;
bPreShadow = bInPreShadow;
bSelfShadowOnly = InParentSceneInfo->Proxy->CastsSelfShadowOnly();
check(!bRayTracedDistanceField);
const FMatrix WorldToLightScaled = Initializer.WorldToLight * FScaleMatrix(Initializer.Scales);
// Create an array of the extreme vertices of the subject's bounds.
FBoundingBoxVertexArray BoundsPoints;
FBoundingBoxEdgeArray BoundsEdges;
GetBoundingBoxVertices(Initializer.SubjectBounds.GetBox(),BoundsPoints,BoundsEdges);
// Project the bounding box vertices.
FBoundingBoxVertexArray ProjectedBoundsPoints;
for (int32 PointIndex = 0; PointIndex < BoundsPoints.Num(); PointIndex++)
{
const FVector TransformedBoundsPoint = WorldToLightScaled.TransformPosition(BoundsPoints[PointIndex]);
const float TransformedBoundsPointW = Dot4(FVector4(0, 0, TransformedBoundsPoint | Initializer.FaceDirection,1), Initializer.WAxis);
if (TransformedBoundsPointW >= DELTA)
{
ProjectedBoundsPoints.Add(TransformedBoundsPoint / TransformedBoundsPointW);
}
else
{
//ProjectedBoundsPoints.Add(FVector(FLT_MAX, FLT_MAX, FLT_MAX));
return false;
}
}
// Compute the transform from light-space to shadow-space.
FMatrix LightToShadow;
float AspectRatio;
// if this is a valid transform (can be false if the object is around the light)
bool bRet = false;
if (GetBestShadowTransform(Initializer.FaceDirection.GetSafeNormal(), ProjectedBoundsPoints, BoundsEdges, AspectRatio, LightToShadow))
{
bRet = true;
const FMatrix WorldToShadow = WorldToLightScaled * LightToShadow;
const FBox ShadowSubjectBounds = Initializer.SubjectBounds.GetBox().TransformBy(WorldToShadow);
MinSubjectZ = FMath::Max(Initializer.MinLightW, ShadowSubjectBounds.Min.Z);
float MaxReceiverZ = FMath::Min(MinSubjectZ + Initializer.MaxDistanceToCastInLightW, (float)HALF_WORLD_MAX);
// Max can end up smaller than min due to the clamp to HALF_WORLD_MAX above
MaxReceiverZ = FMath::Max(MaxReceiverZ, MinSubjectZ + 1);
MaxSubjectZ = FMath::Max(ShadowSubjectBounds.Max.Z, MinSubjectZ + 1);
const FMatrix SubjectMatrix = WorldToShadow * FShadowProjectionMatrix(MinSubjectZ, MaxSubjectZ, Initializer.WAxis);
const float MaxSubjectAndReceiverDepth = Initializer.SubjectBounds.GetBox().TransformBy(SubjectMatrix).Max.Z;
float MaxSubjectDepth;
if (bPreShadow)
{
const FMatrix PreSubjectMatrix = WorldToShadow * FShadowProjectionMatrix(Initializer.MinLightW, MaxSubjectZ, Initializer.WAxis);
// Preshadow frustum bounds go from the light to the furthest extent of the object in light space
SubjectAndReceiverMatrix = PreSubjectMatrix;
ReceiverMatrix = SubjectMatrix;
MaxSubjectDepth = bDirectionalLight ? MaxSubjectAndReceiverDepth : Initializer.SubjectBounds.GetBox().TransformBy(PreSubjectMatrix).Max.Z;
}
else
{
const FMatrix PostSubjectMatrix = WorldToShadow * FShadowProjectionMatrix(MinSubjectZ, MaxReceiverZ, Initializer.WAxis);
SubjectAndReceiverMatrix = SubjectMatrix;
ReceiverMatrix = PostSubjectMatrix;
MaxSubjectDepth = MaxSubjectAndReceiverDepth;
}
InvMaxSubjectDepth = 1.0f / MaxSubjectDepth;
MinPreSubjectZ = Initializer.MinLightW;
ResolutionY = FMath::Clamp<uint32>(FMath::TruncToInt(InResolutionX / AspectRatio), 1, MaxShadowResolutionY);
if (ResolutionX == 0 || ResolutionY == 0)
{
bRet = false;
}
else
{
// Store the view matrix
// Reorder the vectors to match the main view, since ShadowViewMatrix will be used to override the main view's view matrix during shadow depth rendering
ShadowViewMatrix = Initializer.WorldToLight *
FMatrix(
FPlane(0, 0, 1, 0),
FPlane(1, 0, 0, 0),
FPlane(0, 1, 0, 0),
FPlane(0, 0, 0, 1));
GetViewFrustumBounds(CasterFrustum, SubjectAndReceiverMatrix, true);
InvReceiverMatrix = ReceiverMatrix.InverseFast();
GetViewFrustumBounds(ReceiverFrustum, ReceiverMatrix, true);
UpdateShaderDepthBias();
}
}
return bRet;
}
void FProjectedShadowInfo::SetupWholeSceneProjection(
FLightSceneInfo* InLightSceneInfo,
FViewInfo* InDependentView,
const FWholeSceneProjectedShadowInitializer& Initializer,
uint32 InResolutionX,
uint32 InResolutionY,
uint32 InBorderSize,
bool bInReflectiveShadowMap)
{
LightSceneInfo = InLightSceneInfo;
LightSceneInfoCompact = InLightSceneInfo;
DependentView = InDependentView;
PreShadowTranslation = Initializer.PreShadowTranslation;
CascadeSettings = Initializer.CascadeSettings;
ResolutionX = InResolutionX;
ResolutionY = InResolutionY;
bDirectionalLight = InLightSceneInfo->Proxy->GetLightType() == LightType_Directional;
bOnePassPointLightShadow = Initializer.bOnePassPointLightShadow;
bRayTracedDistanceField = Initializer.bRayTracedDistanceField;
bWholeSceneShadow = true;
bReflectiveShadowmap = bInReflectiveShadowMap;
BorderSize = InBorderSize;
FVector XAxis, YAxis;
Initializer.FaceDirection.FindBestAxisVectors(XAxis,YAxis);
const FMatrix WorldToLightScaled = Initializer.WorldToLight * FScaleMatrix(Initializer.Scales);
const FMatrix WorldToFace = WorldToLightScaled * FBasisVectorMatrix(-XAxis,YAxis,Initializer.FaceDirection.GetSafeNormal(),FVector::ZeroVector);
MaxSubjectZ = WorldToFace.TransformPosition(Initializer.SubjectBounds.Origin).Z + Initializer.SubjectBounds.SphereRadius;
MinSubjectZ = FMath::Max(MaxSubjectZ - Initializer.SubjectBounds.SphereRadius * 2,Initializer.MinLightW);
if(bInReflectiveShadowMap)
{
check(!bOnePassPointLightShadow);
check(!CascadeSettings.ShadowSplitIndex);
// Quantise the RSM in shadow texel space
static bool bQuantize = true;
if ( bQuantize )
{
// Transform the shadow's position into shadowmap space
const FVector TransformedPosition = WorldToFace.TransformPosition(-PreShadowTranslation);
// Largest amount that the shadowmap will be downsampled to during sampling
// We need to take this into account when snapping to get a stable result
// This corresponds to the maximum kernel filter size used by subsurface shadows in ShadowProjectionPixelShader.usf
static int32 MaxDownsampleFactor = 4;
// Determine the distance necessary to snap the shadow's position to the nearest texel
const float SnapX = FMath::Fmod(TransformedPosition.X, 2.0f * MaxDownsampleFactor / InResolutionX);
const float SnapY = FMath::Fmod(TransformedPosition.Y, 2.0f * MaxDownsampleFactor / InResolutionY);
// Snap the shadow's position and transform it back into world space
// This snapping prevents sub-texel camera movements which removes view dependent aliasing from the final shadow result
// This only maintains stable shadows under camera translation and rotation
const FVector SnappedWorldPosition = WorldToFace.InverseFast().TransformPosition(TransformedPosition - FVector(SnapX, SnapY, 0.0f));
PreShadowTranslation = -SnappedWorldPosition;
}
ShadowBounds = FSphere(-PreShadowTranslation, Initializer.SubjectBounds.SphereRadius);
GetViewFrustumBounds(CasterFrustum, SubjectAndReceiverMatrix, true);
}
else
{
if(bDirectionalLight)
{
// Limit how small the depth range can be for smaller cascades
// This is needed for shadow modes like subsurface shadows which need depth information outside of the smaller cascade depth range
//@todo - expose this value to the ini
const float DepthRangeClamp = 5000;
MaxSubjectZ = FMath::Max(MaxSubjectZ, DepthRangeClamp);
MinSubjectZ = FMath::Min(MinSubjectZ, -DepthRangeClamp);
// Transform the shadow's position into shadowmap space
const FVector TransformedPosition = WorldToFace.TransformPosition(-PreShadowTranslation);
// Largest amount that the shadowmap will be downsampled to during sampling
// We need to take this into account when snapping to get a stable result
// This corresponds to the maximum kernel filter size used by subsurface shadows in ShadowProjectionPixelShader.usf
const int32 MaxDownsampleFactor = 4;
// Determine the distance necessary to snap the shadow's position to the nearest texel
const float SnapX = FMath::Fmod(TransformedPosition.X, 2.0f * MaxDownsampleFactor / InResolutionX);
const float SnapY = FMath::Fmod(TransformedPosition.Y, 2.0f * MaxDownsampleFactor / InResolutionY);
// Snap the shadow's position and transform it back into world space
// This snapping prevents sub-texel camera movements which removes view dependent aliasing from the final shadow result
// This only maintains stable shadows under camera translation and rotation
const FVector SnappedWorldPosition = WorldToFace.InverseFast().TransformPosition(TransformedPosition - FVector(SnapX, SnapY, 0.0f));
PreShadowTranslation = -SnappedWorldPosition;
}
if (CascadeSettings.ShadowSplitIndex >= 0 && bDirectionalLight)
{
checkSlow(InDependentView);
ShadowBounds = InLightSceneInfo->Proxy->GetShadowSplitBounds(
*InDependentView,
bRayTracedDistanceField ? INDEX_NONE : CascadeSettings.ShadowSplitIndex,
InLightSceneInfo->IsPrecomputedLightingValid(),
0);
}
else
{
ShadowBounds = FSphere(-Initializer.PreShadowTranslation, Initializer.SubjectBounds.SphereRadius);
}
// Any meshes between the light and the subject can cast shadows, also any meshes inside the subject region
const FMatrix CasterMatrix = WorldToFace * FShadowProjectionMatrix(Initializer.MinLightW, MaxSubjectZ, Initializer.WAxis);
GetViewFrustumBounds(CasterFrustum, CasterMatrix, true);
}
check(MaxSubjectZ > MinSubjectZ);
const float ClampedMaxLightW = FMath::Min(MinSubjectZ + Initializer.MaxDistanceToCastInLightW, (float)HALF_WORLD_MAX);
MinPreSubjectZ = Initializer.MinLightW;
SubjectAndReceiverMatrix = WorldToFace * FShadowProjectionMatrix(MinSubjectZ, MaxSubjectZ, Initializer.WAxis);
ReceiverMatrix = WorldToFace * FShadowProjectionMatrix(MinSubjectZ, ClampedMaxLightW, Initializer.WAxis);
float MaxSubjectDepth = SubjectAndReceiverMatrix.TransformPosition(
Initializer.SubjectBounds.Origin
+ WorldToLightScaled.InverseFast().TransformVector(Initializer.FaceDirection) * Initializer.SubjectBounds.SphereRadius
).Z;
if (bOnePassPointLightShadow)
{
MaxSubjectDepth = Initializer.SubjectBounds.SphereRadius;
}
InvMaxSubjectDepth = 1.0f / MaxSubjectDepth;
// Store the view matrix
// Reorder the vectors to match the main view, since ShadowViewMatrix will be used to override the main view's view matrix during shadow depth rendering
ShadowViewMatrix = Initializer.WorldToLight *
FMatrix(
FPlane(0, 0, 1, 0),
FPlane(1, 0, 0, 0),
FPlane(0, 1, 0, 0),
FPlane(0, 0, 0, 1));
InvReceiverMatrix = ReceiverMatrix.InverseFast();
GetViewFrustumBounds(ReceiverFrustum, ReceiverMatrix, true);
UpdateShaderDepthBias();
}
void FProjectedShadowInfo::AddSubjectPrimitive(FPrimitiveSceneInfo* PrimitiveSceneInfo, TArray<FViewInfo>* ViewArray, bool bRecordShadowSubjectsForMobileShading)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_AddSubjectPrimitive);
// Ray traced shadows use the GPU managed distance field object buffers, no CPU culling should be used
check(!bRayTracedDistanceField);
if (!ReceiverPrimitives.Contains(PrimitiveSceneInfo)
// Far cascade only casts from primitives marked for it
&& (!CascadeSettings.bFarShadowCascade || PrimitiveSceneInfo->Proxy->CastsFarShadow()))
{
const FPrimitiveSceneProxy* Proxy = PrimitiveSceneInfo->Proxy;
TArray<FViewInfo*, TInlineAllocator<1> > Views;
const bool bWholeSceneDirectionalShadow = IsWholeSceneDirectionalShadow();
if (bWholeSceneDirectionalShadow)
{
Views.Add(DependentView);
}
else
{
check(ViewArray);
for (int32 ViewIndex = 0; ViewIndex < ViewArray->Num(); ViewIndex++)
{
Views.Add(&(*ViewArray)[ViewIndex]);
}
}
bool bOpaqueRelevance = false;
bool bTranslucentRelevance = false;
bool bShadowRelevance = false;
uint32 ViewMask = 0;
int32 PrimitiveId = PrimitiveSceneInfo->GetIndex();
const auto FeatureLevel = PrimitiveSceneInfo->Scene->GetFeatureLevel();
for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ViewIndex++)
{
FViewInfo& CurrentView = *Views[ViewIndex];
FPrimitiveViewRelevance& ViewRelevance = CurrentView.PrimitiveViewRelevanceMap[PrimitiveId];
if (!ViewRelevance.bInitializedThisFrame)
{
if( CurrentView.IsPerspectiveProjection() )
{
// Compute the distance between the view and the primitive.
float DistanceSquared = (Proxy->GetBounds().Origin - CurrentView.ShadowViewMatrices.GetViewOrigin()).SizeSquared();
bool bIsDistanceCulled = CurrentView.IsDistanceCulled(
DistanceSquared,
Proxy->GetMinDrawDistance(),
Proxy->GetMaxDrawDistance(),
PrimitiveSceneInfo
);
if( bIsDistanceCulled )
{
continue;
}
}
// Compute the subject primitive's view relevance since it wasn't cached
// Update the main view's PrimitiveViewRelevanceMap
ViewRelevance = PrimitiveSceneInfo->Proxy->GetViewRelevance(&CurrentView);
ViewMask |= (1 << ViewIndex);
}
bOpaqueRelevance |= ViewRelevance.bOpaqueRelevance;
bTranslucentRelevance |= ViewRelevance.HasTranslucency();
bShadowRelevance |= ViewRelevance.bShadowRelevance;
}
if (bShadowRelevance)
{
// Update the primitive component's last render time. Allows the component to update when using bCastWhenHidden.
const float CurrentWorldTime = Views[0]->Family->CurrentWorldTime;
*(PrimitiveSceneInfo->ComponentLastRenderTime) = CurrentWorldTime;
if (PrimitiveSceneInfo->NeedsLazyUpdateForRendering())
{
if (GDrawListsLocked && PrimitiveSceneInfo->NeedsUpdateStaticMeshes())
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FProjectedShadowInfo_AddSubjectPrimitive_FlushPrepass);
FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::WaitForOutstandingTasksOnly);
FParallelCommandListSet::WaitForTasks();
TGuardValue<bool> LockDrawLists(GDrawListsLocked, false);
PrimitiveSceneInfo->ConditionalLazyUpdateForRendering(FRHICommandListExecutor::GetImmediateCommandList());
}
else
{
PrimitiveSceneInfo->ConditionalLazyUpdateForRendering(FRHICommandListExecutor::GetImmediateCommandList());
}
}
}
if (bOpaqueRelevance && bShadowRelevance)
{
const FBoxSphereBounds& Bounds = Proxy->GetBounds();
bool bDrawingStaticMeshes = false;
if (PrimitiveSceneInfo->StaticMeshes.Num() > 0)
{
for (int32 ViewIndex = 0, ViewCount = Views.Num(); ViewIndex < ViewCount; ViewIndex++)
{
FViewInfo& CurrentView = *Views[ViewIndex];
const float DistanceSquared = ( Bounds.Origin - CurrentView.ShadowViewMatrices.GetViewOrigin() ).SizeSquared();
if (bWholeSceneShadow)
{
const bool bDrawShadowDepth = FMath::Square( Bounds.SphereRadius ) > FMath::Square( GMinScreenRadiusForShadowCaster ) * DistanceSquared * CurrentView.LODDistanceFactorSquared;
if( !bDrawShadowDepth )
{
// cull object if it's too small to be considered as shadow caster
continue;
}
}
// Update visibility for meshes which weren't visible in the main views or were visible with static relevance
if (!CurrentView.PrimitiveVisibilityMap[PrimitiveId] || CurrentView.PrimitiveViewRelevanceMap[PrimitiveId].bStaticRelevance)
{
bool bUseExistingVisibility = false;
// Preshadows use the lowest LOD because there is no self shadowing
const bool bForceLowestDetailLevel = bReflectiveShadowmap || (bPreShadow && GPreshadowsForceLowestLOD);
// Don't use existing visibility if we need to use a different LOD in the shadow depth pass
if (!bForceLowestDetailLevel)
{
for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++)
{
const FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex];
bool bMeshIsVisible = CurrentView.StaticMeshShadowDepthMap[StaticMesh.Id] && StaticMesh.CastShadow;
bUseExistingVisibility = bUseExistingVisibility || bMeshIsVisible;
if (bMeshIsVisible && bWholeSceneDirectionalShadow)
{
StaticMeshWholeSceneShadowDepthMap[StaticMesh.Id] = true;
StaticMeshWholeSceneShadowBatchVisibility[StaticMesh.Id] = StaticMesh.bRequiresPerElementVisibility
? StaticMesh.VertexFactory->GetStaticBatchElementShadowVisibility(CurrentView, LightSceneInfo->Proxy, &StaticMesh)
: ((1ull << StaticMesh.Elements.Num()) - 1);
}
}
}
if (bUseExistingVisibility)
{
bDrawingStaticMeshes = true;
}
// Don't overwrite visibility set by the main views
// This is necessary to avoid popping when transitioning between LODs, because on the frame of the transition,
// The old LOD will continue to be drawn even though a different LOD would be chosen by distance.
else
{
FLODMask LODToRender;
int32 ForcedLODLevel = (CurrentView.Family->EngineShowFlags.LOD) ? GetCVarForceLOD() : 0;
// Add the primitive's static mesh elements to the draw lists.
if (bForceLowestDetailLevel)
{
int8 LODToRenderScan = -CHAR_MAX;
// Force the lowest detail LOD Level in reflective shadow maps.
for (int32 Index = 0; Index < PrimitiveSceneInfo->StaticMeshes.Num(); Index++)
{
LODToRenderScan = FMath::Max<int8>(PrimitiveSceneInfo->StaticMeshes[Index].LODIndex, LODToRenderScan);
}
if (LODToRenderScan != -CHAR_MAX)
{
LODToRender.SetLOD(LODToRenderScan);
}
}
else
{
FPrimitiveBounds PrimitiveBounds;
PrimitiveBounds.Origin = Bounds.Origin;
PrimitiveBounds.SphereRadius = Bounds.SphereRadius;
LODToRender = ComputeLODForMeshes(PrimitiveSceneInfo->StaticMeshes, CurrentView, PrimitiveBounds.Origin, PrimitiveBounds.SphereRadius, ForcedLODLevel);
}
if (bWholeSceneDirectionalShadow)
{
for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++)
{
const FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex];
if (StaticMesh.CastShadow && LODToRender.ContainsLOD(StaticMesh.LODIndex))
{
StaticMeshWholeSceneShadowDepthMap[StaticMesh.Id] = true;
StaticMeshWholeSceneShadowBatchVisibility[StaticMesh.Id] = StaticMesh.bRequiresPerElementVisibility
? StaticMesh.VertexFactory->GetStaticBatchElementShadowVisibility(CurrentView, LightSceneInfo->Proxy, &StaticMesh)
: ((1ull << StaticMesh.Elements.Num()) - 1);
bDrawingStaticMeshes = true;
}
}
}
else
{
for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++)
{
const FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex];
if (StaticMesh.CastShadow && LODToRender.ContainsLOD(StaticMesh.LODIndex))
{
CurrentView.StaticMeshShadowDepthMap[StaticMesh.Id] = true;
CurrentView.StaticMeshBatchVisibility[StaticMesh.Id] = StaticMesh.bRequiresPerElementVisibility
? StaticMesh.VertexFactory->GetStaticBatchElementShadowVisibility(CurrentView, LightSceneInfo->Proxy, &StaticMesh)
: ((1ull << StaticMesh.Elements.Num()) - 1);
bDrawingStaticMeshes = true;
}
}
}
}
}
}
}
if (bDrawingStaticMeshes)
{
if (!bWholeSceneDirectionalShadow)
{
// Add the primitive's static mesh elements to the draw lists.
for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++)
{
FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex];
if (StaticMesh.CastShadow)
{
const FMaterialRenderProxy* MaterialRenderProxy = StaticMesh.MaterialRenderProxy;
const FMaterial* Material = MaterialRenderProxy->GetMaterial(FeatureLevel);
const EBlendMode BlendMode = Material->GetBlendMode();
const EMaterialShadingModel ShadingModel = Material->GetShadingModel();
if(((!IsTranslucentBlendMode(BlendMode)) && ShadingModel != MSM_Unlit) || (bReflectiveShadowmap && Material->ShouldInjectEmissiveIntoLPV()))
{
const bool bTwoSided = Material->IsTwoSided() || PrimitiveSceneInfo->Proxy->CastsShadowAsTwoSided();
OverrideWithDefaultMaterialForShadowDepth(MaterialRenderProxy, Material, bReflectiveShadowmap, FeatureLevel);
StaticSubjectMeshElements.Add(FShadowStaticMeshElement(MaterialRenderProxy, Material, &StaticMesh,bTwoSided));
}
}
}
}
else if (bRecordShadowSubjectsForMobileShading)
{
DependentView->VisibleLightInfos[GetLightSceneInfo().Id].MobileCSMSubjectPrimitives.AddSubjectPrimitive(PrimitiveSceneInfo, PrimitiveId);
}
}
else
{
// Add the primitive to the subject primitive list.
DynamicSubjectPrimitives.Add(PrimitiveSceneInfo);
if (bRecordShadowSubjectsForMobileShading)
{
DependentView->VisibleLightInfos[GetLightSceneInfo().Id].MobileCSMSubjectPrimitives.AddSubjectPrimitive(PrimitiveSceneInfo, PrimitiveId);
}
}
}
// Add translucent shadow casting primitives to SubjectTranslucentPrimitives
if (bTranslucentRelevance && bShadowRelevance)
{
if (bTranslucentShadow)
{
SubjectTranslucentPrimitives.Add(PrimitiveSceneInfo);
}
else if (bReflectiveShadowmap)
{
if (PrimitiveSceneInfo->StaticMeshes.Num() > 0)
{
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& CurrentView = *Views[ViewIndex];
// Add the primitive's static mesh elements to the draw lists.
for (int32 MeshIndex = 0; MeshIndex < PrimitiveSceneInfo->StaticMeshes.Num(); MeshIndex++)
{
FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[MeshIndex];
const FMaterialRenderProxy* MaterialRenderProxy = StaticMesh.MaterialRenderProxy;
const FMaterial* Material = MaterialRenderProxy->GetMaterial(FeatureLevel);
const bool bTwoSided = Material->IsTwoSided() || PrimitiveSceneInfo->Proxy->CastsShadowAsTwoSided();
if (Material->ShouldBlockGI())
{
CurrentView.StaticMeshShadowDepthMap[StaticMesh.Id] = true;
GIBlockingMeshElements.Add(FShadowStaticMeshElement(MaterialRenderProxy, Material, &StaticMesh,bTwoSided));
}
else if (Material->ShouldInjectEmissiveIntoLPV())
{
CurrentView.StaticMeshShadowDepthMap[StaticMesh.Id] = true;
EmissiveOnlyMeshElements.Add(FShadowStaticMeshElement(MaterialRenderProxy, Material, &StaticMesh,bTwoSided));
}
}
}
}
else
{
EmissiveOnlyPrimitives.Add(PrimitiveSceneInfo);
}
}
}
}
}
bool FProjectedShadowInfo::HasSubjectPrims() const
{
return DynamicSubjectPrimitives.Num() > 0
|| StaticSubjectMeshElements.Num() > 0
|| EmissiveOnlyPrimitives.Num() > 0
|| EmissiveOnlyMeshElements.Num() > 0
|| GIBlockingMeshElements.Num() > 0
|| GIBlockingPrimitives.Num() > 0;
}
void FProjectedShadowInfo::AddReceiverPrimitive(FPrimitiveSceneInfo* PrimitiveSceneInfo)
{
// Add the primitive to the receiver primitive list.
ReceiverPrimitives.Add(PrimitiveSceneInfo);
}
static TAutoConsoleVariable<int32> CVarDisableCullShadows(
TEXT("foliage.DisableCullShadows"),
0,
TEXT("First three bits are disable DynamicSubjectPrimitives, ReceiverPrimitives, SubjectTranslucentPrimitives"));
void FProjectedShadowInfo::GatherDynamicMeshElements(FSceneRenderer& Renderer, FVisibleLightInfo& VisibleLightInfo, TArray<const FSceneView*>& ReusedViewsArray)
{
check(ShadowDepthView && IsInRenderingThread());
if (DynamicSubjectPrimitives.Num() > 0 || ReceiverPrimitives.Num() > 0 || SubjectTranslucentPrimitives.Num() > 0)
{
// Backup properties of the view that we will override
FMatrix OriginalViewMatrix = ShadowDepthView->ViewMatrices.GetViewMatrix();
// Override the view matrix so that billboarding primitives will be aligned to the light
ShadowDepthView->ViewMatrices.HackOverrideViewMatrixForShadows(ShadowViewMatrix);
ReusedViewsArray[0] = ShadowDepthView;
int32 Disable = 0; //CVarDisableCullShadows.GetValueOnRenderThread();
FConvexVolume NoCull;
if (bPreShadow && GPreshadowsForceLowestLOD)
{
ShadowDepthView->DrawDynamicFlags = EDrawDynamicFlags::ForceLowestLOD;
}
if (IsWholeSceneDirectionalShadow())
{
ShadowDepthView->SetPreShadowTranslation(FVector(0, 0, 0));
ShadowDepthView->SetDynamicMeshElementsShadowCullFrustum((Disable & 1) ? &NoCull : &CascadeSettings.ShadowBoundsAccurate);
GatherDynamicMeshElementsArray(ShadowDepthView, Renderer, DynamicSubjectPrimitives, DynamicSubjectMeshElements, ReusedViewsArray);
ShadowDepthView->SetPreShadowTranslation(PreShadowTranslation);
}
else
{
ShadowDepthView->SetPreShadowTranslation(PreShadowTranslation);
ShadowDepthView->SetDynamicMeshElementsShadowCullFrustum((Disable & 1) ? &NoCull : &CasterFrustum);
GatherDynamicMeshElementsArray(ShadowDepthView, Renderer, DynamicSubjectPrimitives, DynamicSubjectMeshElements, ReusedViewsArray);
}
ShadowDepthView->DrawDynamicFlags = EDrawDynamicFlags::None;
ShadowDepthView->SetDynamicMeshElementsShadowCullFrustum((Disable & 2) ? &NoCull : &ReceiverFrustum);
GatherDynamicMeshElementsArray(ShadowDepthView, Renderer, ReceiverPrimitives, DynamicReceiverMeshElements, ReusedViewsArray);
ShadowDepthView->SetDynamicMeshElementsShadowCullFrustum((Disable & 4) ? &NoCull : &CasterFrustum);
GatherDynamicMeshElementsArray(ShadowDepthView, Renderer, SubjectTranslucentPrimitives, DynamicSubjectTranslucentMeshElements, ReusedViewsArray);
Renderer.MeshCollector.ProcessTasks();
}
}
void FProjectedShadowInfo::GatherDynamicMeshElementsArray(
FViewInfo* FoundView,
FSceneRenderer& Renderer,
PrimitiveArrayType& PrimitiveArray,
TArray<FMeshBatchAndRelevance,SceneRenderingAllocator>& OutDynamicMeshElements,
TArray<const FSceneView*>& ReusedViewsArray)
{
// Simple elements not supported in shadow passes
FSimpleElementCollector DynamicSubjectSimpleElements;
Renderer.MeshCollector.ClearViewMeshArrays();
Renderer.MeshCollector.AddViewMeshArrays(FoundView, &OutDynamicMeshElements, &DynamicSubjectSimpleElements, Renderer.ViewFamily.GetFeatureLevel());
const uint32 PrimitiveCount = PrimitiveArray.Num();
for (uint32 PrimitiveIndex = 0; PrimitiveIndex < PrimitiveCount; ++PrimitiveIndex)
{
const FPrimitiveSceneInfo* PrimitiveSceneInfo = PrimitiveArray[PrimitiveIndex];
const FPrimitiveSceneProxy* PrimitiveSceneProxy = PrimitiveSceneInfo->Proxy;
// Lookup the primitive's cached view relevance
FPrimitiveViewRelevance ViewRelevance = FoundView->PrimitiveViewRelevanceMap[PrimitiveSceneInfo->GetIndex()];
if (!ViewRelevance.bInitializedThisFrame)
{
// Compute the subject primitive's view relevance since it wasn't cached
ViewRelevance = PrimitiveSceneInfo->Proxy->GetViewRelevance(FoundView);
}
// Only draw if the subject primitive is shadow relevant.
if (ViewRelevance.bShadowRelevance && ViewRelevance.bDynamicRelevance)
{
Renderer.MeshCollector.SetPrimitive(PrimitiveSceneInfo->Proxy, PrimitiveSceneInfo->DefaultDynamicHitProxyId);
PrimitiveSceneInfo->Proxy->GetDynamicMeshElements(ReusedViewsArray, Renderer.ViewFamily, 0x1, Renderer.MeshCollector);
}
}
}
/**
* @param View view to check visibility in
* @return true if this shadow info has any subject prims visible in the view
*/
bool FProjectedShadowInfo::SubjectsVisible(const FViewInfo& View) const
{
checkSlow(!IsWholeSceneDirectionalShadow());
for(int32 PrimitiveIndex = 0;PrimitiveIndex < DynamicSubjectPrimitives.Num();PrimitiveIndex++)
{
const FPrimitiveSceneInfo* SubjectPrimitiveSceneInfo = DynamicSubjectPrimitives[PrimitiveIndex];
if(View.PrimitiveVisibilityMap[SubjectPrimitiveSceneInfo->GetIndex()])
{
return true;
}
}
return false;
}
/**
* Clears arrays allocated with the scene rendering allocator.
* Cached preshadows are reused across frames so scene rendering allocations will be invalid.
*/
void FProjectedShadowInfo::ClearTransientArrays()
{
SubjectTranslucentPrimitives.Empty();
DynamicSubjectPrimitives.Empty();
ReceiverPrimitives.Empty();
StaticSubjectMeshElements.Empty();
EmissiveOnlyPrimitives.Empty();
EmissiveOnlyMeshElements.Empty();
DynamicSubjectMeshElements.Empty();
DynamicReceiverMeshElements.Empty();
DynamicSubjectTranslucentMeshElements.Empty();
}
/** Returns a cached preshadow matching the input criteria if one exists. */
TRefCountPtr<FProjectedShadowInfo> FSceneRenderer::GetCachedPreshadow(
const FLightPrimitiveInteraction* InParentInteraction,
const FProjectedShadowInitializer& Initializer,
const FBoxSphereBounds& Bounds,
uint32 InResolutionX)
{
if (ShouldUseCachePreshadows() && !Views[0].bIsSceneCapture)
{
const FPrimitiveSceneInfo* PrimitiveInfo = InParentInteraction->GetPrimitiveSceneInfo();
const FLightSceneInfo* LightInfo = InParentInteraction->GetLight();
const FSphere QueryBounds(Bounds.Origin, Bounds.SphereRadius);
for (int32 ShadowIndex = 0; ShadowIndex < Scene->CachedPreshadows.Num(); ShadowIndex++)
{
TRefCountPtr<FProjectedShadowInfo> CachedShadow = Scene->CachedPreshadows[ShadowIndex];
// Only reuse a cached preshadow if it was created for the same primitive and light
if (CachedShadow->GetParentSceneInfo() == PrimitiveInfo
&& &CachedShadow->GetLightSceneInfo() == LightInfo
// Only reuse if it contains the bounds being queried, with some tolerance
&& QueryBounds.IsInside(CachedShadow->ShadowBounds, CachedShadow->ShadowBounds.W * .04f)
// Only reuse if the resolution matches
&& CachedShadow->ResolutionX == InResolutionX
&& CachedShadow->bAllocated)
{
// Reset any allocations using the scene rendering allocator,
// Since those will point to freed memory now that we are using the shadow on a different frame than it was created on.
CachedShadow->ClearTransientArrays();
return CachedShadow;
}
}
}
// No matching cached preshadow was found
return NULL;
}
struct FComparePreshadows
{
FORCEINLINE bool operator()(const TRefCountPtr<FProjectedShadowInfo>& A, const TRefCountPtr<FProjectedShadowInfo>& B) const
{
if (B->ResolutionX * B->ResolutionY < A->ResolutionX * A->ResolutionY)
{
return true;
}
return false;
}
};
/** Removes stale shadows and attempts to add new preshadows to the cache. */
void FSceneRenderer::UpdatePreshadowCache(FSceneRenderTargets& SceneContext)
{
if (ShouldUseCachePreshadows() && !Views[0].bIsSceneCapture)
{
SCOPE_CYCLE_COUNTER(STAT_UpdatePreshadowCache);
if (Scene->PreshadowCacheLayout.GetSizeX() == 0)
{
// Initialize the texture layout if necessary
const FIntPoint PreshadowCacheBufferSize = SceneContext.GetPreShadowCacheTextureResolution();
Scene->PreshadowCacheLayout = FTextureLayout(1, 1, PreshadowCacheBufferSize.X, PreshadowCacheBufferSize.Y, false, false, false);
}
// Iterate through the cached preshadows, removing those that are not going to be rendered this frame
for (int32 CachedShadowIndex = Scene->CachedPreshadows.Num() - 1; CachedShadowIndex >= 0; CachedShadowIndex--)
{
TRefCountPtr<FProjectedShadowInfo> CachedShadow = Scene->CachedPreshadows[CachedShadowIndex];
bool bShadowBeingRenderedThisFrame = false;
for (int32 LightIndex = 0; LightIndex < VisibleLightInfos.Num() && !bShadowBeingRenderedThisFrame; LightIndex++)
{
bShadowBeingRenderedThisFrame = VisibleLightInfos[LightIndex].ProjectedPreShadows.Find(CachedShadow) != INDEX_NONE;
}
if (!bShadowBeingRenderedThisFrame)
{
// Must succeed, since we added it to the layout earlier
verify(Scene->PreshadowCacheLayout.RemoveElement(
CachedShadow->X,
CachedShadow->Y,
CachedShadow->ResolutionX + CachedShadow->BorderSize * 2,
CachedShadow->ResolutionY + CachedShadow->BorderSize * 2));
Scene->CachedPreshadows.RemoveAt(CachedShadowIndex);
}
}
TArray<TRefCountPtr<FProjectedShadowInfo>, SceneRenderingAllocator> UncachedPreShadows;
// Gather a list of preshadows that can be cached
for (int32 LightIndex = 0; LightIndex < VisibleLightInfos.Num(); LightIndex++)
{
for (int32 ShadowIndex = 0; ShadowIndex < VisibleLightInfos[LightIndex].ProjectedPreShadows.Num(); ShadowIndex++)
{
TRefCountPtr<FProjectedShadowInfo> CurrentShadow = VisibleLightInfos[LightIndex].ProjectedPreShadows[ShadowIndex];
checkSlow(CurrentShadow->bPreShadow);
if (!CurrentShadow->bAllocatedInPreshadowCache)
{
UncachedPreShadows.Add(CurrentShadow);
}
}
}
// Sort them from largest to smallest, based on the assumption that larger preshadows will have more objects in their depth only pass
UncachedPreShadows.Sort(FComparePreshadows());
for (int32 ShadowIndex = 0; ShadowIndex < UncachedPreShadows.Num(); ShadowIndex++)
{
TRefCountPtr<FProjectedShadowInfo> CurrentShadow = UncachedPreShadows[ShadowIndex];
// Try to find space for the preshadow in the texture layout
if (Scene->PreshadowCacheLayout.AddElement(
CurrentShadow->X,
CurrentShadow->Y,
CurrentShadow->ResolutionX + CurrentShadow->BorderSize * 2,
CurrentShadow->ResolutionY + CurrentShadow->BorderSize * 2))
{
// Mark the preshadow as existing in the cache
// It must now use the preshadow cache render target to render and read its depths instead of the usual shadow depth buffers
CurrentShadow->bAllocatedInPreshadowCache = true;
// Indicate that the shadow's X and Y have been initialized
CurrentShadow->bAllocated = true;
Scene->CachedPreshadows.Add(CurrentShadow);
}
}
}
}
bool FSceneRenderer::ShouldCreateObjectShadowForStationaryLight(const FLightSceneInfo* LightSceneInfo, const FPrimitiveSceneProxy* PrimitiveSceneProxy, bool bInteractionShadowMapped) const
{
const bool bCreateObjectShadowForStationaryLight =
LightSceneInfo->bCreatePerObjectShadowsForDynamicObjects
&& LightSceneInfo->IsPrecomputedLightingValid()
&& LightSceneInfo->Proxy->GetShadowMapChannel() != INDEX_NONE
// Create a per-object shadow if the object does not want static lighting and needs to integrate with the static shadowing of a stationary light
// Or if the object wants static lighting but does not have a built shadowmap (Eg has been moved in the editor)
&& (!PrimitiveSceneProxy->HasStaticLighting() || !bInteractionShadowMapped);
return bCreateObjectShadowForStationaryLight;
}
void FSceneRenderer::SetupInteractionShadows(
FRHICommandListImmediate& RHICmdList,
FLightPrimitiveInteraction* Interaction,
FVisibleLightInfo& VisibleLightInfo,
bool bStaticSceneOnly,
const TArray<FProjectedShadowInfo*,SceneRenderingAllocator>& ViewDependentWholeSceneShadows,
TArray<FProjectedShadowInfo*,SceneRenderingAllocator>& PreShadows)
{
// too high on hit count to leave on
// SCOPE_CYCLE_COUNTER(STAT_SetupInteractionShadows);
FPrimitiveSceneInfo* PrimitiveSceneInfo = Interaction->GetPrimitiveSceneInfo();
FLightSceneProxy* LightProxy = Interaction->GetLight()->Proxy;
extern bool GUseTranslucencyShadowDepths;
bool bShadowHandledByParent = false;
if (PrimitiveSceneInfo->LightingAttachmentRoot.IsValid())
{
FAttachmentGroupSceneInfo& AttachmentGroup = Scene->AttachmentGroups.FindChecked(PrimitiveSceneInfo->LightingAttachmentRoot);
bShadowHandledByParent = AttachmentGroup.ParentSceneInfo && AttachmentGroup.ParentSceneInfo->Proxy->LightAttachmentsAsGroup();
}
// Shadowing for primitives with a shadow parent will be handled by that shadow parent
if (!bShadowHandledByParent)
{
const bool bCreateTranslucentObjectShadow = GUseTranslucencyShadowDepths && Interaction->HasTranslucentObjectShadow();
const bool bCreateInsetObjectShadow = Interaction->HasInsetObjectShadow();
const bool bCreateObjectShadowForStationaryLight = ShouldCreateObjectShadowForStationaryLight(Interaction->GetLight(), PrimitiveSceneInfo->Proxy, Interaction->IsShadowMapped());
if (Interaction->HasShadow()
// TODO: Handle inset shadows, especially when an object is only casting a self-shadow.
// Only render shadows from objects that use static lighting during a reflection capture, since the reflection capture doesn't update at runtime
&& (!bStaticSceneOnly || PrimitiveSceneInfo->Proxy->HasStaticLighting())
&& (bCreateTranslucentObjectShadow || bCreateInsetObjectShadow || bCreateObjectShadowForStationaryLight))
{
// Create projected shadow infos
CreatePerObjectProjectedShadow(RHICmdList, Interaction, bCreateTranslucentObjectShadow, bCreateInsetObjectShadow || bCreateObjectShadowForStationaryLight, ViewDependentWholeSceneShadows, PreShadows);
}
}
}
void FSceneRenderer::CreatePerObjectProjectedShadow(
FRHICommandListImmediate& RHICmdList,
FLightPrimitiveInteraction* Interaction,
bool bCreateTranslucentObjectShadow,
bool bCreateOpaqueObjectShadow,
const TArray<FProjectedShadowInfo*,SceneRenderingAllocator>& ViewDependentWholeSceneShadows,
TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& OutPreShadows)
{
check(bCreateOpaqueObjectShadow || bCreateTranslucentObjectShadow);
FPrimitiveSceneInfo* PrimitiveSceneInfo = Interaction->GetPrimitiveSceneInfo();
const int32 PrimitiveId = PrimitiveSceneInfo->GetIndex();
FLightSceneInfo* LightSceneInfo = Interaction->GetLight();
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id];
// Check if the shadow is visible in any of the views.
bool bShadowIsPotentiallyVisibleNextFrame = false;
bool bOpaqueShadowIsVisibleThisFrame = false;
bool bSubjectIsVisible = false;
bool bOpaqueRelevance = false;
bool bTranslucentRelevance = false;
bool bTranslucentShadowIsVisibleThisFrame = false;
int32 NumBufferedFrames = FOcclusionQueryHelpers::GetNumBufferedFrames();
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
// Lookup the primitive's cached view relevance
FPrimitiveViewRelevance ViewRelevance = View.PrimitiveViewRelevanceMap[PrimitiveId];
if (!ViewRelevance.bInitializedThisFrame)
{
// Compute the subject primitive's view relevance since it wasn't cached
ViewRelevance = PrimitiveSceneInfo->Proxy->GetViewRelevance(&View);
}
// Check if the subject primitive is shadow relevant.
const bool bPrimitiveIsShadowRelevant = ViewRelevance.bShadowRelevance;
// Check if the shadow and preshadow are occluded.
const bool bOpaqueShadowIsOccluded =
!bCreateOpaqueObjectShadow ||
(
!View.bIgnoreExistingQueries && View.State &&
((FSceneViewState*)View.State)->IsShadowOccluded(RHICmdList, PrimitiveSceneInfo->PrimitiveComponentId, LightSceneInfo->Proxy->GetLightComponent(), INDEX_NONE, false, NumBufferedFrames)
);
const bool bTranslucentShadowIsOccluded =
!bCreateTranslucentObjectShadow ||
(
!View.bIgnoreExistingQueries && View.State &&
((FSceneViewState*)View.State)->IsShadowOccluded(RHICmdList, PrimitiveSceneInfo->PrimitiveComponentId, LightSceneInfo->Proxy->GetLightComponent(), INDEX_NONE, true, NumBufferedFrames)
);
const bool bSubjectIsVisibleInThisView = View.PrimitiveVisibilityMap[PrimitiveSceneInfo->GetIndex()];
bSubjectIsVisible |= bSubjectIsVisibleInThisView;
// The shadow is visible if it is view relevant and unoccluded.
bOpaqueShadowIsVisibleThisFrame |= (bPrimitiveIsShadowRelevant && !bOpaqueShadowIsOccluded);
bTranslucentShadowIsVisibleThisFrame |= (bPrimitiveIsShadowRelevant && !bTranslucentShadowIsOccluded);
bShadowIsPotentiallyVisibleNextFrame |= bPrimitiveIsShadowRelevant;
bOpaqueRelevance |= ViewRelevance.bOpaqueRelevance;
bTranslucentRelevance |= ViewRelevance.HasTranslucency();
}
if (!bOpaqueShadowIsVisibleThisFrame && !bTranslucentShadowIsVisibleThisFrame && !bShadowIsPotentiallyVisibleNextFrame)
{
// Don't setup the shadow info for shadows which don't need to be rendered or occlusion tested.
return;
}
TArray<FPrimitiveSceneInfo*, SceneRenderingAllocator> ShadowGroupPrimitives;
PrimitiveSceneInfo->GatherLightingAttachmentGroupPrimitives(ShadowGroupPrimitives);
#if ENABLE_NAN_DIAGNOSTIC
// allow for silent failure: only possible if NaN checking is enabled.
if (ShadowGroupPrimitives.Num() == 0)
{
return;
}
#endif
// Compute the composite bounds of this group of shadow primitives.
FBoxSphereBounds OriginalBounds = ShadowGroupPrimitives[0]->Proxy->GetBounds();
if (!ensureMsgf(OriginalBounds.ContainsNaN() == false, TEXT("OriginalBound contains NaN : %s"), *OriginalBounds.ToString()))
{
// fix up OriginalBounds. This is going to cause flickers
OriginalBounds = FBoxSphereBounds(FVector::ZeroVector, FVector(1.f), 1.f);
}
for (int32 ChildIndex = 1; ChildIndex < ShadowGroupPrimitives.Num(); ChildIndex++)
{
const FPrimitiveSceneInfo* ShadowChild = ShadowGroupPrimitives[ChildIndex];
if (ShadowChild->Proxy->CastsDynamicShadow())
{
FBoxSphereBounds ChildBound = ShadowChild->Proxy->GetBounds();
OriginalBounds = OriginalBounds + ChildBound;
if (!ensureMsgf(OriginalBounds.ContainsNaN() == false, TEXT("Child %s contains NaN : %s"), *ShadowChild->Proxy->GetOwnerName().ToString(), *ChildBound.ToString()))
{
// fix up OriginalBounds. This is going to cause flickers
OriginalBounds = FBoxSphereBounds(FVector::ZeroVector, FVector(1.f), 1.f);
}
}
}
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// Shadowing constants.
const uint32 MaxShadowResolutionSetting = GetCachedScalabilityCVars().MaxShadowResolution;
const FIntPoint ShadowBufferResolution = SceneContext.GetShadowDepthTextureResolution();
const uint32 MaxShadowResolution = FMath::Min<int32>(MaxShadowResolutionSetting, ShadowBufferResolution.X) - SHADOW_BORDER * 2;
const uint32 MaxShadowResolutionY = FMath::Min<int32>(MaxShadowResolutionSetting, ShadowBufferResolution.Y) - SHADOW_BORDER * 2;
const uint32 MinShadowResolution = FMath::Max<int32>(0, CVarMinShadowResolution.GetValueOnRenderThread());
const uint32 ShadowFadeResolution = FMath::Max<int32>(0, CVarShadowFadeResolution.GetValueOnRenderThread());
const uint32 MinPreShadowResolution = FMath::Max<int32>(0, CVarMinPreShadowResolution.GetValueOnRenderThread());
const uint32 PreShadowFadeResolution = FMath::Max<int32>(0, CVarPreShadowFadeResolution.GetValueOnRenderThread());
// Compute the maximum resolution required for the shadow by any view. Also keep track of the unclamped resolution for fading.
uint32 MaxDesiredResolution = 0;
float MaxUnclampedResolution = 0;
float MaxScreenPercent = 0;
TArray<float, TInlineAllocator<2> > ResolutionFadeAlphas;
TArray<float, TInlineAllocator<2> > ResolutionPreShadowFadeAlphas;
float MaxResolutionFadeAlpha = 0;
float MaxResolutionPreShadowFadeAlpha = 0;
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
// Determine the size of the subject's bounding sphere in this view.
const FVector ShadowViewOrigin = View.ViewMatrices.GetViewOrigin();
float ShadowViewDistFromBounds = (OriginalBounds.Origin - ShadowViewOrigin).Size();
const float ScreenRadius = View.ShadowViewMatrices.GetScreenScale() *
OriginalBounds.SphereRadius /
FMath::Max(ShadowViewDistFromBounds, 1.0f);
// Early catch for invalid CalculateShadowFadeAlpha()
ensureMsgf(ScreenRadius >= 0.0f, TEXT("View.ShadowViewMatrices.ScreenScale %f, OriginalBounds.SphereRadius %f, ShadowViewDistFromBounds %f"), View.ShadowViewMatrices.GetScreenScale(), OriginalBounds.SphereRadius, ShadowViewDistFromBounds);
const float ScreenPercent = FMath::Max(
1.0f / 2.0f * View.ShadowViewMatrices.GetProjectionScale().X,
1.0f / 2.0f * View.ShadowViewMatrices.GetProjectionScale().Y
) *
OriginalBounds.SphereRadius /
FMath::Max(ShadowViewDistFromBounds, 1.0f);
MaxScreenPercent = FMath::Max(MaxScreenPercent, ScreenPercent);
// Determine the amount of shadow buffer resolution needed for this view.
const float UnclampedResolution = ScreenRadius * CVarShadowTexelsPerPixel.GetValueOnRenderThread();
MaxUnclampedResolution = FMath::Max( MaxUnclampedResolution, UnclampedResolution );
MaxDesiredResolution = FMath::Max(
MaxDesiredResolution,
FMath::Clamp<uint32>(
UnclampedResolution,
FMath::Min<int32>(MinShadowResolution,ShadowBufferResolution.X - SHADOW_BORDER * 2),
MaxShadowResolution
)
);
// Calculate fading based on resolution
const float ViewSpecificAlpha = CalculateShadowFadeAlpha( UnclampedResolution, ShadowFadeResolution, MinShadowResolution );
MaxResolutionFadeAlpha = FMath::Max(MaxResolutionFadeAlpha, ViewSpecificAlpha);
ResolutionFadeAlphas.Add(ViewSpecificAlpha);
const float ViewSpecificPreShadowAlpha = CalculateShadowFadeAlpha(UnclampedResolution * CVarPreShadowResolutionFactor.GetValueOnRenderThread(), PreShadowFadeResolution, MinPreShadowResolution);
MaxResolutionPreShadowFadeAlpha = FMath::Max(MaxResolutionPreShadowFadeAlpha, ViewSpecificPreShadowAlpha);
ResolutionPreShadowFadeAlphas.Add(ViewSpecificPreShadowAlpha);
}
FBoxSphereBounds Bounds = OriginalBounds;
const bool bRenderPreShadow =
CVarAllowPreshadows.GetValueOnRenderThread()
// Preshadow only affects the subject's pixels
&& bSubjectIsVisible
// Only objects with dynamic lighting should create a preshadow
// Unless we're in the editor and need to preview an object without built lighting
&& (!PrimitiveSceneInfo->Proxy->HasStaticLighting() || !Interaction->IsShadowMapped())
// Disable preshadows from directional lights for primitives that use single sample shadowing, the shadow factor will be written into the precomputed shadow mask in the GBuffer instead
&& !(PrimitiveSceneInfo->Proxy->UseSingleSampleShadowFromStationaryLights() && LightSceneInfo->Proxy->GetLightType() == LightType_Directional);
if (bRenderPreShadow && ShouldUseCachePreshadows())
{
float PreshadowExpandFraction = FMath::Max(CVarPreshadowExpandFraction.GetValueOnRenderThread(), 0.0f);
// If we're creating a preshadow, expand the bounds somewhat so that the preshadow will be cached more often as the shadow caster moves around.
//@todo - only expand the preshadow bounds for this, not the per object shadow.
Bounds.SphereRadius += (Bounds.BoxExtent * PreshadowExpandFraction).Size();
Bounds.BoxExtent *= PreshadowExpandFraction + 1.0f;
}
// Compute the projected shadow initializer for this primitive-light pair.
FPerObjectProjectedShadowInitializer ShadowInitializer;
if ((MaxResolutionFadeAlpha > 1.0f / 256.0f || (bRenderPreShadow && MaxResolutionPreShadowFadeAlpha > 1.0f / 256.0f))
&& LightSceneInfo->Proxy->GetPerObjectProjectedShadowInitializer(Bounds, ShadowInitializer))
{
const float MaxFadeAlpha = MaxResolutionFadeAlpha;
// Only create a shadow from this object if it hasn't completely faded away
if (CVarAllowPerObjectShadows.GetValueOnRenderThread() && MaxFadeAlpha > 1.0f / 256.0f)
{
// Round down to the nearest power of two so that resolution changes are always doubling or halving the resolution, which increases filtering stability
// Use the max resolution if the desired resolution is larger than that
const int32 SizeX = MaxDesiredResolution >= MaxShadowResolution ? MaxShadowResolution : (1 << (FMath::CeilLogTwo(MaxDesiredResolution) - 1));
if (bOpaqueRelevance && bCreateOpaqueObjectShadow && (bOpaqueShadowIsVisibleThisFrame || bShadowIsPotentiallyVisibleNextFrame))
{
// Create a projected shadow for this interaction's shadow.
FProjectedShadowInfo* ProjectedShadowInfo = new(FMemStack::Get(),1,16) FProjectedShadowInfo;
if(ProjectedShadowInfo->SetupPerObjectProjection(
LightSceneInfo,
PrimitiveSceneInfo,
ShadowInitializer,
false, // no preshadow
SizeX,
MaxShadowResolutionY,
SHADOW_BORDER,
MaxScreenPercent,
false)) // no translucent shadow
{
ProjectedShadowInfo->bPerObjectOpaqueShadow = true;
ProjectedShadowInfo->FadeAlphas = ResolutionFadeAlphas;
VisibleLightInfo.MemStackProjectedShadows.Add(ProjectedShadowInfo);
if (bOpaqueShadowIsVisibleThisFrame)
{
VisibleLightInfo.AllProjectedShadows.Add(ProjectedShadowInfo);
for (int32 ChildIndex = 0, ChildCount = ShadowGroupPrimitives.Num(); ChildIndex < ChildCount; ChildIndex++)
{
FPrimitiveSceneInfo* ShadowChild = ShadowGroupPrimitives[ChildIndex];
ProjectedShadowInfo->AddSubjectPrimitive(ShadowChild, &Views, false);
}
}
else if (bShadowIsPotentiallyVisibleNextFrame)
{
VisibleLightInfo.OccludedPerObjectShadows.Add(ProjectedShadowInfo);
}
}
}
if (bTranslucentRelevance
&& Scene->GetFeatureLevel() >= ERHIFeatureLevel::SM4
&& bCreateTranslucentObjectShadow
&& (bTranslucentShadowIsVisibleThisFrame || bShadowIsPotentiallyVisibleNextFrame))
{
// Create a projected shadow for this interaction's shadow.
FProjectedShadowInfo* ProjectedShadowInfo = new(FMemStack::Get(),1,16) FProjectedShadowInfo;
if(ProjectedShadowInfo->SetupPerObjectProjection(
LightSceneInfo,
PrimitiveSceneInfo,
ShadowInitializer,
false, // no preshadow
// Size was computed for the full res opaque shadow, convert to downsampled translucent shadow size with proper clamping
FMath::Clamp<int32>(SizeX / SceneContext.GetTranslucentShadowDownsampleFactor(), 1, SceneContext.GetTranslucentShadowDepthTextureResolution().X - SHADOW_BORDER * 2),
FMath::Clamp<int32>(MaxShadowResolutionY / SceneContext.GetTranslucentShadowDownsampleFactor(), 1, SceneContext.GetTranslucentShadowDepthTextureResolution().Y - SHADOW_BORDER * 2),
SHADOW_BORDER,
MaxScreenPercent,
true)) // translucent shadow
{
ProjectedShadowInfo->FadeAlphas = ResolutionFadeAlphas,
VisibleLightInfo.MemStackProjectedShadows.Add(ProjectedShadowInfo);
if (bTranslucentShadowIsVisibleThisFrame)
{
VisibleLightInfo.AllProjectedShadows.Add(ProjectedShadowInfo);
for (int32 ChildIndex = 0, ChildCount = ShadowGroupPrimitives.Num(); ChildIndex < ChildCount; ChildIndex++)
{
FPrimitiveSceneInfo* ShadowChild = ShadowGroupPrimitives[ChildIndex];
ProjectedShadowInfo->AddSubjectPrimitive(ShadowChild, &Views, false);
}
}
else if (bShadowIsPotentiallyVisibleNextFrame)
{
VisibleLightInfo.OccludedPerObjectShadows.Add(ProjectedShadowInfo);
}
}
}
}
const float MaxPreFadeAlpha = MaxResolutionPreShadowFadeAlpha;
// If the subject is visible in at least one view, create a preshadow for static primitives shadowing the subject.
if (MaxPreFadeAlpha > 1.0f / 256.0f
&& bRenderPreShadow
&& bOpaqueRelevance
&& Scene->GetFeatureLevel() >= ERHIFeatureLevel::SM4)
{
// Round down to the nearest power of two so that resolution changes are always doubling or halving the resolution, which increases filtering stability.
int32 PreshadowSizeX = 1 << (FMath::CeilLogTwo(FMath::TruncToInt(MaxDesiredResolution * CVarPreShadowResolutionFactor.GetValueOnRenderThread())) - 1);
const FIntPoint PreshadowCacheResolution = SceneContext.GetPreShadowCacheTextureResolution();
checkSlow(PreshadowSizeX <= PreshadowCacheResolution.X);
bool bIsOutsideWholeSceneShadow = true;
for (int32 i = 0; i < ViewDependentWholeSceneShadows.Num(); i++)
{
const FProjectedShadowInfo* WholeSceneShadow = ViewDependentWholeSceneShadows[i];
const FVector2D DistanceFadeValues = WholeSceneShadow->GetLightSceneInfo().Proxy->GetDirectionalLightDistanceFadeParameters(Scene->GetFeatureLevel(), WholeSceneShadow->GetLightSceneInfo().IsPrecomputedLightingValid());
const float DistanceFromShadowCenterSquared = (WholeSceneShadow->ShadowBounds.Center - Bounds.Origin).SizeSquared();
//@todo - if view dependent whole scene shadows are ever supported in splitscreen,
// We can only disable the preshadow at this point if it is inside a whole scene shadow for all views
const float DistanceFromViewSquared = ((FVector)WholeSceneShadow->DependentView->ShadowViewMatrices.GetViewOrigin() - Bounds.Origin).SizeSquared();
// Mark the preshadow as inside the whole scene shadow if its bounding sphere is inside the near fade distance
if (DistanceFromShadowCenterSquared < FMath::Square(FMath::Max(WholeSceneShadow->ShadowBounds.W - Bounds.SphereRadius, 0.0f))
//@todo - why is this extra threshold required?
&& DistanceFromViewSquared < FMath::Square(FMath::Max(DistanceFadeValues.X - 200.0f - Bounds.SphereRadius, 0.0f)))
{
bIsOutsideWholeSceneShadow = false;
break;
}
}
// Only create opaque preshadows when part of the caster is outside the whole scene shadow.
if (bIsOutsideWholeSceneShadow)
{
// Try to reuse a preshadow from the cache
TRefCountPtr<FProjectedShadowInfo> ProjectedPreShadowInfo = GetCachedPreshadow(Interaction, ShadowInitializer, OriginalBounds, PreshadowSizeX);
bool bOk = true;
if(!ProjectedPreShadowInfo)
{
// Create a new projected shadow for this interaction's preshadow
// Not using the scene rendering mem stack because this shadow info may need to persist for multiple frames if it gets cached
ProjectedPreShadowInfo = new FProjectedShadowInfo;
bOk = ProjectedPreShadowInfo->SetupPerObjectProjection(
LightSceneInfo,
PrimitiveSceneInfo,
ShadowInitializer,
true, // preshadow
PreshadowSizeX,
FMath::TruncToInt(MaxShadowResolutionY * CVarPreShadowResolutionFactor.GetValueOnRenderThread()),
SHADOW_BORDER,
MaxScreenPercent,
false // not translucent shadow
);
}
if (bOk)
{
// Update fade alpha on the cached preshadow
ProjectedPreShadowInfo->FadeAlphas = ResolutionPreShadowFadeAlphas;
VisibleLightInfo.AllProjectedShadows.Add(ProjectedPreShadowInfo);
VisibleLightInfo.ProjectedPreShadows.Add(ProjectedPreShadowInfo);
// Only add to OutPreShadows if the preshadow doesn't already have depths cached,
// Since OutPreShadows is used to generate information only used when rendering the shadow depths.
if (!ProjectedPreShadowInfo->bDepthsCached && ProjectedPreShadowInfo->CasterFrustum.PermutedPlanes.Num())
{
OutPreShadows.Add(ProjectedPreShadowInfo);
}
for (int32 ChildIndex = 0; ChildIndex < ShadowGroupPrimitives.Num(); ChildIndex++)
{
FPrimitiveSceneInfo* ShadowChild = ShadowGroupPrimitives[ChildIndex];
ProjectedPreShadowInfo->AddReceiverPrimitive(ShadowChild);
}
}
}
}
}
}
void ComputeWholeSceneShadowCacheModes(
const FWholeSceneProjectedShadowInitializer& ProjectedShadowInitializer,
FIntPoint ShadowMapSize,
const FLightSceneInfo* LightSceneInfo,
bool bCubeShadowMap,
float RealTime,
FScene* Scene,
int32& OutNumShadowMaps,
EShadowDepthCacheMode* OutCacheModes)
{
if (GCacheWholeSceneShadows
&& (!bCubeShadowMap || RHISupportsGeometryShaders(GShaderPlatformForFeatureLevel[Scene->GetFeatureLevel()]) || RHISupportsVertexShaderLayer(GShaderPlatformForFeatureLevel[Scene->GetFeatureLevel()])))
{
FCachedShadowMapData* CachedShadowMapData = Scene->CachedShadowMaps.Find(LightSceneInfo->Id);
if (CachedShadowMapData)
{
if (ProjectedShadowInitializer.IsCachedShadowValid(CachedShadowMapData->Initializer))
{
if (CachedShadowMapData->ShadowMap.IsValid() && CachedShadowMapData->ShadowMap.GetSize() == ShadowMapSize)
{
OutNumShadowMaps = 1;
OutCacheModes[0] = SDCM_MovablePrimitivesOnly;
}
else
{
int64 CachedShadowMapsSize = Scene->GetCachedWholeSceneShadowMapsSize();
if (CachedShadowMapsSize < GWholeSceneShadowCacheMb * 1024 * 1024)
{
OutNumShadowMaps = 2;
// Note: ShadowMap with static primitives rendered first so movable shadowmap can composite
OutCacheModes[0] = SDCM_StaticPrimitivesOnly;
OutCacheModes[1] = SDCM_MovablePrimitivesOnly;
}
else
{
OutNumShadowMaps = 1;
OutCacheModes[0] = SDCM_Uncached;
CachedShadowMapData->ShadowMap.DepthTarget = NULL;
}
}
}
else
{
OutNumShadowMaps = 1;
OutCacheModes[0] = SDCM_Uncached;
CachedShadowMapData->ShadowMap.DepthTarget = NULL;
}
CachedShadowMapData->Initializer = ProjectedShadowInitializer;
CachedShadowMapData->LastUsedTime = RealTime;
}
else
{
int64 CachedShadowMapsSize = Scene->GetCachedWholeSceneShadowMapsSize();
if (CachedShadowMapsSize < GWholeSceneShadowCacheMb * 1024 * 1024)
{
OutNumShadowMaps = 2;
// Note: ShadowMap with static primitives rendered first so movable shadowmap can composite
OutCacheModes[0] = SDCM_StaticPrimitivesOnly;
OutCacheModes[1] = SDCM_MovablePrimitivesOnly;
Scene->CachedShadowMaps.Add(LightSceneInfo->Id, FCachedShadowMapData(ProjectedShadowInitializer, RealTime));
}
else
{
OutNumShadowMaps = 1;
OutCacheModes[0] = SDCM_Uncached;
}
}
}
else
{
OutNumShadowMaps = 1;
OutCacheModes[0] = SDCM_Uncached;
Scene->CachedShadowMaps.Remove(LightSceneInfo->Id);
}
}
/** Creates a projected shadow for all primitives affected by a light. If the light doesn't support whole-scene shadows, it returns false.
* @param LightSceneInfo - The light to create a shadow for.
* @return true if a whole scene shadow was created
*/
void FSceneRenderer::CreateWholeSceneProjectedShadow(FLightSceneInfo* LightSceneInfo)
{
SCOPE_CYCLE_COUNTER(STAT_CreateWholeSceneProjectedShadow);
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id];
// Try to create a whole-scene projected shadow initializer for the light.
TArray<FWholeSceneProjectedShadowInitializer, TInlineAllocator<6> > ProjectedShadowInitializers;
if (LightSceneInfo->Proxy->GetWholeSceneProjectedShadowInitializer(ViewFamily, ProjectedShadowInitializers))
{
FSceneRenderTargets& SceneContext_ConstantsOnly = FSceneRenderTargets::Get_FrameConstantsOnly();
checkSlow(ProjectedShadowInitializers.Num() > 0);
// Shadow resolution constants.
const uint32 ShadowBorder = ProjectedShadowInitializers[0].bOnePassPointLightShadow ? 0 : SHADOW_BORDER;
const uint32 EffectiveDoubleShadowBorder = ShadowBorder * 2;
const uint32 MinShadowResolution = FMath::Max<int32>(0, CVarMinShadowResolution.GetValueOnRenderThread());
const int32 MaxShadowResolutionSetting = GetCachedScalabilityCVars().MaxShadowResolution;
const FIntPoint ShadowBufferResolution = SceneContext_ConstantsOnly.GetShadowDepthTextureResolution();
const uint32 MaxShadowResolution = FMath::Min(MaxShadowResolutionSetting, ShadowBufferResolution.X) - EffectiveDoubleShadowBorder;
const uint32 MaxShadowResolutionY = FMath::Min(MaxShadowResolutionSetting, ShadowBufferResolution.Y) - EffectiveDoubleShadowBorder;
const uint32 ShadowFadeResolution = FMath::Max<int32>(0, CVarShadowFadeResolution.GetValueOnRenderThread());
// Compute the maximum resolution required for the shadow by any view. Also keep track of the unclamped resolution for fading.
float MaxDesiredResolution = 0;
float MaxUnclampedResolution = 0;
TArray<float, TInlineAllocator<2> > FadeAlphas;
float MaxFadeAlpha = 0;
bool bStaticSceneOnly = false;
bool bAnyViewIsSceneCapture = false;
for(int32 ViewIndex = 0, ViewCount = Views.Num(); ViewIndex < ViewCount; ++ViewIndex)
{
const FViewInfo& View = Views[ViewIndex];
// Determine the size of the light's bounding sphere in this view.
const FVector4 ScreenPosition = View.WorldToScreen(LightSceneInfo->Proxy->GetOrigin());
const float ScreenRadius = View.ShadowViewMatrices.GetScreenScale() *
LightSceneInfo->Proxy->GetRadius() /
FMath::Max(ScreenPosition.W,1.0f);
// Determine the amount of shadow buffer resolution needed for this view.
const float UnclampedResolution = ScreenRadius * CVarShadowTexelsPerPixelSpotlight.GetValueOnRenderThread();
MaxUnclampedResolution = FMath::Max( MaxUnclampedResolution, UnclampedResolution );
MaxDesiredResolution = FMath::Max(
MaxDesiredResolution,
FMath::Clamp<float>(
UnclampedResolution,
FMath::Min<float>(MinShadowResolution,ShadowBufferResolution.X - EffectiveDoubleShadowBorder),
MaxShadowResolution
)
);
bStaticSceneOnly = bStaticSceneOnly || View.bStaticSceneOnly;
bAnyViewIsSceneCapture = bAnyViewIsSceneCapture || View.bIsSceneCapture;
const float FadeAlpha = CalculateShadowFadeAlpha( MaxUnclampedResolution, ShadowFadeResolution, MinShadowResolution );
MaxFadeAlpha = FMath::Max(MaxFadeAlpha, FadeAlpha);
FadeAlphas.Add(FadeAlpha);
}
if (MaxFadeAlpha > 1.0f / 256.0f)
{
for (int32 ShadowIndex = 0, ShadowCount = ProjectedShadowInitializers.Num(); ShadowIndex < ShadowCount; ShadowIndex++)
{
const FWholeSceneProjectedShadowInitializer& ProjectedShadowInitializer = ProjectedShadowInitializers[ShadowIndex];
// Round down to the nearest power of two so that resolution changes are always doubling or halving the resolution, which increases filtering stability
// Use the max resolution if the desired resolution is larger than that
int32 RoundedDesiredResolution = FMath::Max<int32>((1 << (FMath::CeilLogTwo(MaxDesiredResolution) - 1)) - ShadowBorder * 2, 1);
int32 SizeX = MaxDesiredResolution >= MaxShadowResolution ? MaxShadowResolution : RoundedDesiredResolution;
int32 SizeY = MaxDesiredResolution >= MaxShadowResolutionY ? MaxShadowResolutionY : RoundedDesiredResolution;
if (ProjectedShadowInitializer.bOnePassPointLightShadow)
{
// Round to a resolution that is supported for one pass point light shadows
SizeX = SizeY = SceneContext_ConstantsOnly.GetCubeShadowDepthZResolution(SceneContext_ConstantsOnly.GetCubeShadowDepthZIndex(MaxDesiredResolution));
}
int32 NumShadowMaps = 1;
EShadowDepthCacheMode CacheMode[2] = { SDCM_Uncached, SDCM_Uncached };
if (!bAnyViewIsSceneCapture && !ProjectedShadowInitializer.bRayTracedDistanceField)
{
ComputeWholeSceneShadowCacheModes(
ProjectedShadowInitializer,
FIntPoint(SizeX + ShadowBorder * 2, SizeY + ShadowBorder * 2),
LightSceneInfo,
ProjectedShadowInitializer.bOnePassPointLightShadow,
ViewFamily.CurrentRealTime,
Scene,
NumShadowMaps,
CacheMode);
}
for (int32 CacheModeIndex = 0; CacheModeIndex < NumShadowMaps; CacheModeIndex++)
{
// Create the projected shadow info.
FProjectedShadowInfo* ProjectedShadowInfo = new(FMemStack::Get(), 1, 16) FProjectedShadowInfo;
ProjectedShadowInfo->SetupWholeSceneProjection(
LightSceneInfo,
NULL,
ProjectedShadowInitializer,
SizeX,
SizeY,
ShadowBorder,
false // no RSM
);
ProjectedShadowInfo->CacheMode = CacheMode[CacheModeIndex];
ProjectedShadowInfo->FadeAlphas = FadeAlphas;
VisibleLightInfo.MemStackProjectedShadows.Add(ProjectedShadowInfo);
if (ProjectedShadowInitializer.bOnePassPointLightShadow)
{
const static FVector CubeDirections[6] =
{
FVector(-1, 0, 0),
FVector(1, 0, 0),
FVector(0, -1, 0),
FVector(0, 1, 0),
FVector(0, 0, -1),
FVector(0, 0, 1)
};
const static FVector UpVectors[6] =
{
FVector(0, 1, 0),
FVector(0, 1, 0),
FVector(0, 0, -1),
FVector(0, 0, 1),
FVector(0, 1, 0),
FVector(0, 1, 0)
};
const FLightSceneProxy& LightProxy = *(ProjectedShadowInfo->GetLightSceneInfo().Proxy);
const FMatrix FaceProjection = FPerspectiveMatrix(PI / 4.0f, 1, 1, 1, LightProxy.GetRadius());
const FVector LightPosition = LightProxy.GetPosition();
ProjectedShadowInfo->OnePassShadowViewProjectionMatrices.Empty(6);
ProjectedShadowInfo->OnePassShadowFrustums.Empty(6);
ProjectedShadowInfo->OnePassShadowFrustums.AddZeroed(6);
const FMatrix ScaleMatrix = FScaleMatrix(FVector(1, -1, 1));
// fill in the caster frustum with the far plane from every face
ProjectedShadowInfo->CasterFrustum.Planes.Empty();
for (int32 FaceIndex = 0; FaceIndex < 6; FaceIndex++)
{
// Create a view projection matrix for each cube face
const FMatrix ShadowViewProjectionMatrix = FLookAtMatrix(LightPosition, LightPosition + CubeDirections[FaceIndex], UpVectors[FaceIndex]) * ScaleMatrix * FaceProjection;
ProjectedShadowInfo->OnePassShadowViewProjectionMatrices.Add(ShadowViewProjectionMatrix);
// Create a convex volume out of the frustum so it can be used for object culling
GetViewFrustumBounds(ProjectedShadowInfo->OnePassShadowFrustums[FaceIndex], ShadowViewProjectionMatrix, false);
// Check we have a valid frustum
if (ProjectedShadowInfo->OnePassShadowFrustums[FaceIndex].Planes.Num() > 0 )
{
// We are assuming here that the last plane is the far plane
// we need to incorporate PreShadowTranslation (so it can be disincorporated later)
FPlane Src = ProjectedShadowInfo->OnePassShadowFrustums[FaceIndex].Planes.Last();
// add world space preview translation
Src.W += (FVector(Src) | ProjectedShadowInfo->PreShadowTranslation);
ProjectedShadowInfo->CasterFrustum.Planes.Add(Src);
}
}
ProjectedShadowInfo->CasterFrustum.Init();
}
// Ray traced shadows use the GPU managed distance field object buffers, no CPU culling should be used
if (!ProjectedShadowInfo->bRayTracedDistanceField)
{
if (CacheMode[CacheModeIndex] != SDCM_StaticPrimitivesOnly
&& (CacheMode[CacheModeIndex] != SDCM_MovablePrimitivesOnly || GCachedShadowsCastFromMovablePrimitives))
{
// Add all the shadow casting primitives affected by the light to the shadow's subject primitive list.
for (FLightPrimitiveInteraction* Interaction = LightSceneInfo->DynamicInteractionOftenMovingPrimitiveList;
Interaction;
Interaction = Interaction->GetNextPrimitive())
{
if (Interaction->HasShadow()
// If the primitive only wants to cast a self shadow don't include it in whole scene shadows.
&& !Interaction->CastsSelfShadowOnly()
&& (!bStaticSceneOnly || Interaction->GetPrimitiveSceneInfo()->Proxy->HasStaticLighting()))
{
ProjectedShadowInfo->AddSubjectPrimitive(Interaction->GetPrimitiveSceneInfo(), &Views, false);
}
}
}
if (CacheMode[CacheModeIndex] != SDCM_MovablePrimitivesOnly)
{
// Add all the shadow casting primitives affected by the light to the shadow's subject primitive list.
for (FLightPrimitiveInteraction* Interaction = LightSceneInfo->DynamicInteractionStaticPrimitiveList;
Interaction;
Interaction = Interaction->GetNextPrimitive())
{
if (Interaction->HasShadow()
// If the primitive only wants to cast a self shadow don't include it in whole scene shadows.
&& !Interaction->CastsSelfShadowOnly()
&& (!bStaticSceneOnly || Interaction->GetPrimitiveSceneInfo()->Proxy->HasStaticLighting()))
{
ProjectedShadowInfo->AddSubjectPrimitive(Interaction->GetPrimitiveSceneInfo(), &Views, false);
}
}
}
}
bool bRenderShadow = true;
if (CacheMode[CacheModeIndex] == SDCM_StaticPrimitivesOnly)
{
const bool bHasStaticPrimitives = ProjectedShadowInfo->HasSubjectPrims();
bRenderShadow = bHasStaticPrimitives;
FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id);
CachedShadowMapData.bCachedShadowMapHasPrimitives = bHasStaticPrimitives;
}
if (bRenderShadow)
{
VisibleLightInfo.AllProjectedShadows.Add(ProjectedShadowInfo);
}
}
}
}
}
}
void FSceneRenderer::InitProjectedShadowVisibility(FRHICommandListImmediate& RHICmdList)
{
SCOPE_CYCLE_COUNTER(STAT_InitProjectedShadowVisibility);
int32 NumBufferedFrames = FOcclusionQueryHelpers::GetNumBufferedFrames();
// Initialize the views' ProjectedShadowVisibilityMaps and remove shadows without subjects.
for(TSparseArray<FLightSceneInfoCompact>::TConstIterator LightIt(Scene->Lights);LightIt;++LightIt)
{
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightIt.GetIndex()];
// Allocate the light's projected shadow visibility and view relevance maps for this view.
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
FVisibleLightViewInfo& VisibleLightViewInfo = View.VisibleLightInfos[LightIt.GetIndex()];
VisibleLightViewInfo.ProjectedShadowVisibilityMap.Init(false,VisibleLightInfo.AllProjectedShadows.Num());
VisibleLightViewInfo.ProjectedShadowViewRelevanceMap.Empty(VisibleLightInfo.AllProjectedShadows.Num());
VisibleLightViewInfo.ProjectedShadowViewRelevanceMap.AddZeroed(VisibleLightInfo.AllProjectedShadows.Num());
}
for( int32 ShadowIndex=0; ShadowIndex<VisibleLightInfo.AllProjectedShadows.Num(); ShadowIndex++ )
{
FProjectedShadowInfo& ProjectedShadowInfo = *VisibleLightInfo.AllProjectedShadows[ShadowIndex];
// Assign the shadow its id.
ProjectedShadowInfo.ShadowId = ShadowIndex;
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
if (ProjectedShadowInfo.DependentView && ProjectedShadowInfo.DependentView != &View)
{
// The view dependent projected shadow is valid for this view if it's the
// right eye and the projected shadow is being rendered for the left eye.
const bool bIsValidForView = View.StereoPass == eSSP_RIGHT_EYE
&& Views.IsValidIndex(ViewIndex - 1)
&& Views[ViewIndex - 1].StereoPass == eSSP_LEFT_EYE
&& ProjectedShadowInfo.FadeAlphas.IsValidIndex(ViewIndex)
&& ProjectedShadowInfo.FadeAlphas[ViewIndex] == 1.0f;
if (!bIsValidForView)
{
continue;
}
}
FVisibleLightViewInfo& VisibleLightViewInfo = View.VisibleLightInfos[LightIt.GetIndex()];
if(VisibleLightViewInfo.bInViewFrustum)
{
// Compute the subject primitive's view relevance. Note that the view won't necessarily have it cached,
// since the primitive might not be visible.
FPrimitiveViewRelevance ViewRelevance;
if(ProjectedShadowInfo.GetParentSceneInfo())
{
ViewRelevance = ProjectedShadowInfo.GetParentSceneInfo()->Proxy->GetViewRelevance(&View);
}
else
{
ViewRelevance.bDrawRelevance = ViewRelevance.bStaticRelevance = ViewRelevance.bDynamicRelevance = ViewRelevance.bShadowRelevance = true;
}
VisibleLightViewInfo.ProjectedShadowViewRelevanceMap[ShadowIndex] = ViewRelevance;
// Check if the subject primitive's shadow is view relevant.
const bool bPrimitiveIsShadowRelevant = ViewRelevance.bShadowRelevance;
// Check if the shadow and preshadow are occluded.
const bool bShadowIsOccluded =
!View.bIgnoreExistingQueries &&
View.State &&
((FSceneViewState*)View.State)->IsShadowOccluded(
RHICmdList,
ProjectedShadowInfo.GetParentSceneInfo() ?
ProjectedShadowInfo.GetParentSceneInfo()->PrimitiveComponentId :
FPrimitiveComponentId(),
ProjectedShadowInfo.GetLightSceneInfo().Proxy->GetLightComponent(),
ProjectedShadowInfo.CascadeSettings.ShadowSplitIndex,
ProjectedShadowInfo.bTranslucentShadow,
NumBufferedFrames
);
// The shadow is visible if it is view relevant and unoccluded.
if(bPrimitiveIsShadowRelevant && !bShadowIsOccluded)
{
VisibleLightViewInfo.ProjectedShadowVisibilityMap[ShadowIndex] = true;
}
// Draw the shadow frustum.
if(bPrimitiveIsShadowRelevant && !bShadowIsOccluded && !ProjectedShadowInfo.bReflectiveShadowmap)
{
bool bDrawPreshadowFrustum = CVarDrawPreshadowFrustum.GetValueOnRenderThread() != 0;
if ((ViewFamily.EngineShowFlags.ShadowFrustums)
&& ((bDrawPreshadowFrustum && ProjectedShadowInfo.bPreShadow) || (!bDrawPreshadowFrustum && !ProjectedShadowInfo.bPreShadow)))
{
FViewElementPDI ShadowFrustumPDI(&Views[ViewIndex],NULL);
if(ProjectedShadowInfo.IsWholeSceneDirectionalShadow())
{
// Get split color
FColor Color = FColor::White;
switch(ProjectedShadowInfo.CascadeSettings.ShadowSplitIndex)
{
case 0: Color = FColor::Red; break;
case 1: Color = FColor::Yellow; break;
case 2: Color = FColor::Green; break;
case 3: Color = FColor::Blue; break;
}
const FMatrix ViewMatrix = View.ViewMatrices.GetViewMatrix();
const FMatrix ProjectionMatrix = View.ViewMatrices.GetProjectionMatrix();
const FVector4 ViewOrigin = View.ViewMatrices.GetViewOrigin();
float AspectRatio = ProjectionMatrix.M[1][1] / ProjectionMatrix.M[0][0];
float ActualFOV = (ViewOrigin.W > 0.0f) ? FMath::Atan(1.0f / ProjectionMatrix.M[0][0]) : PI/4.0f;
float Near = ProjectedShadowInfo.CascadeSettings.SplitNear;
float Mid = ProjectedShadowInfo.CascadeSettings.FadePlaneOffset;
float Far = ProjectedShadowInfo.CascadeSettings.SplitFar;
// Camera Subfrustum
DrawFrustumWireframe(&ShadowFrustumPDI, (ViewMatrix * FPerspectiveMatrix(ActualFOV, AspectRatio, 1.0f, Near, Mid)).Inverse(), Color, 0);
DrawFrustumWireframe(&ShadowFrustumPDI, (ViewMatrix * FPerspectiveMatrix(ActualFOV, AspectRatio, 1.0f, Mid, Far)).Inverse(), FColor::White, 0);
// Subfrustum Sphere Bounds
DrawWireSphere(&ShadowFrustumPDI, FTransform(ProjectedShadowInfo.ShadowBounds.Center), Color, ProjectedShadowInfo.ShadowBounds.W, 40, 0);
// Shadow Map Projection Bounds
DrawFrustumWireframe(&ShadowFrustumPDI, ProjectedShadowInfo.SubjectAndReceiverMatrix.Inverse() * FTranslationMatrix(-ProjectedShadowInfo.PreShadowTranslation), Color, 0);
}
else
{
ProjectedShadowInfo.RenderFrustumWireframe(&ShadowFrustumPDI);
}
}
}
}
}
}
}
#if !UE_BUILD_SHIPPING
if(GDumpShadowSetup)
{
GDumpShadowSetup = false;
UE_LOG(LogRenderer, Display, TEXT("Dump Shadow Setup:"));
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
UE_LOG(LogRenderer, Display, TEXT(" View %d/%d"), ViewIndex, Views.Num());
uint32 LightIndex = 0;
for(TSparseArray<FLightSceneInfoCompact>::TConstIterator LightIt(Scene->Lights); LightIt; ++LightIt, ++LightIndex)
{
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightIt.GetIndex()];
FVisibleLightViewInfo& VisibleLightViewInfo = View.VisibleLightInfos[LightIt.GetIndex()];
UE_LOG(LogRenderer, Display, TEXT(" Light %d/%d:"), LightIndex, Scene->Lights.Num());
for( int32 ShadowIndex = 0, ShadowCount = VisibleLightInfo.AllProjectedShadows.Num(); ShadowIndex < ShadowCount; ShadowIndex++ )
{
FProjectedShadowInfo& ProjectedShadowInfo = *VisibleLightInfo.AllProjectedShadows[ShadowIndex];
if(VisibleLightViewInfo.bInViewFrustum)
{
UE_LOG(LogRenderer, Display, TEXT(" Shadow %d/%d: ShadowId=%d"), ShadowIndex, ShadowCount, ProjectedShadowInfo.ShadowId);
UE_LOG(LogRenderer, Display, TEXT(" WholeSceneDir=%d SplitIndex=%d near=%f far=%f"),
ProjectedShadowInfo.IsWholeSceneDirectionalShadow(),
ProjectedShadowInfo.CascadeSettings.ShadowSplitIndex,
ProjectedShadowInfo.CascadeSettings.SplitNear,
ProjectedShadowInfo.CascadeSettings.SplitFar);
UE_LOG(LogRenderer, Display, TEXT(" bDistField=%d bFarShadows=%d Bounds=%f,%f,%f,%f"),
ProjectedShadowInfo.bRayTracedDistanceField,
ProjectedShadowInfo.CascadeSettings.bFarShadowCascade,
ProjectedShadowInfo.ShadowBounds.Center.X,
ProjectedShadowInfo.ShadowBounds.Center.Y,
ProjectedShadowInfo.ShadowBounds.Center.Z,
ProjectedShadowInfo.ShadowBounds.W);
UE_LOG(LogRenderer, Display, TEXT(" SplitFadeRegion=%f .. %f FadePlaneOffset=%f FadePlaneLength=%f"),
ProjectedShadowInfo.CascadeSettings.SplitNearFadeRegion,
ProjectedShadowInfo.CascadeSettings.SplitFarFadeRegion,
ProjectedShadowInfo.CascadeSettings.FadePlaneOffset,
ProjectedShadowInfo.CascadeSettings.FadePlaneLength);
}
}
}
}
}
#endif // !UE_BUILD_SHIPPING
}
void FSceneRenderer::GatherShadowDynamicMeshElements()
{
TArray<const FSceneView*> ReusedViewsArray;
ReusedViewsArray.AddZeroed(1);
for (int32 AtlasIndex = 0; AtlasIndex < SortedShadowsForShadowDepthPass.ShadowMapAtlases.Num(); AtlasIndex++)
{
FSortedShadowMapAtlas& Atlas = SortedShadowsForShadowDepthPass.ShadowMapAtlases[AtlasIndex];
for (int32 ShadowIndex = 0; ShadowIndex < Atlas.Shadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = Atlas.Shadows[ShadowIndex];
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[ProjectedShadowInfo->GetLightSceneInfo().Id];
ProjectedShadowInfo->GatherDynamicMeshElements(*this, VisibleLightInfo, ReusedViewsArray);
}
}
for (int32 AtlasIndex = 0; AtlasIndex < SortedShadowsForShadowDepthPass.RSMAtlases.Num(); AtlasIndex++)
{
FSortedShadowMapAtlas& Atlas = SortedShadowsForShadowDepthPass.RSMAtlases[AtlasIndex];
for (int32 ShadowIndex = 0; ShadowIndex < Atlas.Shadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = Atlas.Shadows[ShadowIndex];
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[ProjectedShadowInfo->GetLightSceneInfo().Id];
ProjectedShadowInfo->GatherDynamicMeshElements(*this, VisibleLightInfo, ReusedViewsArray);
}
}
for (int32 AtlasIndex = 0; AtlasIndex < SortedShadowsForShadowDepthPass.ShadowMapCubemaps.Num(); AtlasIndex++)
{
FSortedShadowMapAtlas& Atlas = SortedShadowsForShadowDepthPass.ShadowMapCubemaps[AtlasIndex];
for (int32 ShadowIndex = 0; ShadowIndex < Atlas.Shadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = Atlas.Shadows[ShadowIndex];
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[ProjectedShadowInfo->GetLightSceneInfo().Id];
ProjectedShadowInfo->GatherDynamicMeshElements(*this, VisibleLightInfo, ReusedViewsArray);
}
}
for (int32 ShadowIndex = 0; ShadowIndex < SortedShadowsForShadowDepthPass.PreshadowCache.Shadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = SortedShadowsForShadowDepthPass.PreshadowCache.Shadows[ShadowIndex];
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[ProjectedShadowInfo->GetLightSceneInfo().Id];
ProjectedShadowInfo->GatherDynamicMeshElements(*this, VisibleLightInfo, ReusedViewsArray);
}
for (int32 AtlasIndex = 0; AtlasIndex < SortedShadowsForShadowDepthPass.TranslucencyShadowMapAtlases.Num(); AtlasIndex++)
{
FSortedShadowMapAtlas& Atlas = SortedShadowsForShadowDepthPass.TranslucencyShadowMapAtlases[AtlasIndex];
for (int32 ShadowIndex = 0; ShadowIndex < Atlas.Shadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = Atlas.Shadows[ShadowIndex];
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[ProjectedShadowInfo->GetLightSceneInfo().Id];
ProjectedShadowInfo->GatherDynamicMeshElements(*this, VisibleLightInfo, ReusedViewsArray);
}
}
}
inline void FSceneRenderer::GatherShadowsForPrimitiveInner(
const FPrimitiveSceneInfoCompact& PrimitiveSceneInfoCompact,
const TArray<FProjectedShadowInfo*,SceneRenderingAllocator>& PreShadows,
const TArray<FProjectedShadowInfo*,SceneRenderingAllocator>& ViewDependentWholeSceneShadows,
bool bStaticSceneOnly)
{
if(PrimitiveSceneInfoCompact.bCastDynamicShadow)
{
FPrimitiveSceneInfo* RESTRICT PrimitiveSceneInfo = PrimitiveSceneInfoCompact.PrimitiveSceneInfo;
FPrimitiveSceneProxy* RESTRICT PrimitiveProxy = PrimitiveSceneInfoCompact.Proxy;
const FBoxSphereBounds& PrimitiveBounds = PrimitiveSceneInfoCompact.Bounds;
// Check if the primitive is a subject for any of the preshadows.
// Only allow preshadows from lightmapped primitives that cast both dynamic and static shadows.
if (PreShadows.Num() && PrimitiveProxy->CastsStaticShadow() && PrimitiveProxy->HasStaticLighting())
{
for( int32 ShadowIndex = 0, Num = PreShadows.Num(); ShadowIndex < PreShadows.Num(); ShadowIndex++ )
{
FProjectedShadowInfo* RESTRICT ProjectedShadowInfo = PreShadows[ShadowIndex];
// Check if this primitive is in the shadow's frustum.
bool bInFrustum = ProjectedShadowInfo->CasterFrustum.IntersectBox( PrimitiveBounds.Origin, ProjectedShadowInfo->PreShadowTranslation, PrimitiveBounds.BoxExtent );
if( bInFrustum && ProjectedShadowInfo->GetLightSceneInfoCompact().AffectsPrimitive(PrimitiveSceneInfoCompact) )
{
// Add this primitive to the shadow.
ProjectedShadowInfo->AddSubjectPrimitive(PrimitiveSceneInfo, &Views, false);
}
}
}
if(PrimitiveSceneInfoCompact.bCastDynamicShadow || PrimitiveSceneInfoCompact.bAffectDynamicIndirectLighting )
{
for(int32 ShadowIndex = 0, Num = ViewDependentWholeSceneShadows.Num();ShadowIndex < Num;ShadowIndex++)
{
FProjectedShadowInfo* RESTRICT ProjectedShadowInfo = ViewDependentWholeSceneShadows[ShadowIndex];
if ( ProjectedShadowInfo->bReflectiveShadowmap && !PrimitiveSceneInfoCompact.bAffectDynamicIndirectLighting )
{
continue;
}
if ( !ProjectedShadowInfo->bReflectiveShadowmap && !PrimitiveSceneInfoCompact.bCastDynamicShadow )
{
continue;
}
FLightSceneProxy* RESTRICT LightProxy = ProjectedShadowInfo->GetLightSceneInfo().Proxy;
const FVector LightDirection = LightProxy->GetDirection();
const FVector PrimitiveToShadowCenter = ProjectedShadowInfo->ShadowBounds.Center - PrimitiveBounds.Origin;
// Project the primitive's bounds origin onto the light vector
const float ProjectedDistanceFromShadowOriginAlongLightDir = PrimitiveToShadowCenter | LightDirection;
// Calculate the primitive's squared distance to the cylinder's axis
const float PrimitiveDistanceFromCylinderAxisSq = (-LightDirection * ProjectedDistanceFromShadowOriginAlongLightDir + PrimitiveToShadowCenter).SizeSquared();
const float CombinedRadiusSq = FMath::Square(ProjectedShadowInfo->ShadowBounds.W + PrimitiveBounds.SphereRadius);
// Include all primitives for movable lights, but only statically shadowed primitives from a light with static shadowing,
// Since lights with static shadowing still create per-object shadows for primitives without static shadowing.
if( (!LightProxy->HasStaticLighting() || (!ProjectedShadowInfo->GetLightSceneInfo().IsPrecomputedLightingValid() || LightProxy->UseCSMForDynamicObjects()))
// Check if this primitive is in the shadow's cylinder
&& PrimitiveDistanceFromCylinderAxisSq < CombinedRadiusSq
// Check if the primitive is closer than the cylinder cap toward the light
// next line is commented as it breaks large world shadows, if this was meant to be an optimization we should think about a better solution
//// && ProjectedDistanceFromShadowOriginAlongLightDir - PrimitiveBounds.SphereRadius < -ProjectedShadowInfo->MinPreSubjectZ
// If the primitive is further along the cone axis than the shadow bounds origin,
// Check if the primitive is inside the spherical cap of the cascade's bounds
&& !(ProjectedDistanceFromShadowOriginAlongLightDir < 0
&& PrimitiveToShadowCenter.SizeSquared() > CombinedRadiusSq))
{
const bool bInFrustum = ProjectedShadowInfo->CascadeSettings.ShadowBoundsAccurate.IntersectBox( PrimitiveBounds.Origin, PrimitiveBounds.BoxExtent );
if( bInFrustum )
{
// Distance culling for RSMs
float MinScreenRadiusForShadowCaster = GMinScreenRadiusForShadowCaster;
if (ProjectedShadowInfo->bReflectiveShadowmap)
{
MinScreenRadiusForShadowCaster = GMinScreenRadiusForShadowCasterRSM;
}
bool bScreenSpaceSizeCulled = false;
check( ProjectedShadowInfo->DependentView );
if ( ProjectedShadowInfo->DependentView )
{
const float DistanceSquared = ( PrimitiveBounds.Origin - ProjectedShadowInfo->DependentView->ShadowViewMatrices.GetViewOrigin() ).SizeSquared();
bScreenSpaceSizeCulled = FMath::Square( PrimitiveBounds.SphereRadius ) < FMath::Square( MinScreenRadiusForShadowCaster ) * DistanceSquared * ProjectedShadowInfo->DependentView->LODDistanceFactorSquared;
}
if (ProjectedShadowInfo->GetLightSceneInfoCompact().AffectsPrimitive(PrimitiveSceneInfoCompact)
// Exclude primitives that will create their own per-object shadow, except when rendering RSMs
&& ( !PrimitiveProxy->CastsInsetShadow() || ProjectedShadowInfo->bReflectiveShadowmap )
// Exclude primitives that will create a per-object shadow from a stationary light
&& !ShouldCreateObjectShadowForStationaryLight(&ProjectedShadowInfo->GetLightSceneInfo(), PrimitiveSceneInfo->Proxy, true)
// Only render shadows from objects that use static lighting during a reflection capture, since the reflection capture doesn't update at runtime
&& (!bStaticSceneOnly || PrimitiveProxy->HasStaticLighting())
// Render dynamic lit objects if CSMForDynamicObjects is enabled.
&& (!LightProxy->UseCSMForDynamicObjects() || !PrimitiveProxy->HasStaticLighting())
&& !bScreenSpaceSizeCulled )
{
bool bRecordShadowSubjectsForMobile = false;
if (Scene->GetShadingPath() == EShadingPath::Mobile)
{
static auto* CVarMobileEnableStaticAndCSMShadowReceivers = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.EnableStaticAndCSMShadowReceivers"));
bRecordShadowSubjectsForMobile = CVarEnableCsmShaderCulling.GetValueOnRenderThread()
&& CVarMobileEnableStaticAndCSMShadowReceivers->GetValueOnRenderThread()
&& LightProxy->UseCSMForDynamicObjects();
}
// Add this primitive to the shadow.
ProjectedShadowInfo->AddSubjectPrimitive(PrimitiveSceneInfo, NULL, bRecordShadowSubjectsForMobile);
}
}
}
}
}
}
}
void FSceneRenderer::GatherShadowPrimitives(
const TArray<FProjectedShadowInfo*,SceneRenderingAllocator>& PreShadows,
const TArray<FProjectedShadowInfo*,SceneRenderingAllocator>& ViewDependentWholeSceneShadows,
bool bStaticSceneOnly
)
{
SCOPE_CYCLE_COUNTER(STAT_GatherShadowPrimitivesTime);
if(PreShadows.Num() || ViewDependentWholeSceneShadows.Num())
{
for(int32 ShadowIndex = 0, Num = ViewDependentWholeSceneShadows.Num(); ShadowIndex < Num;ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = ViewDependentWholeSceneShadows[ShadowIndex];
checkSlow(ProjectedShadowInfo->DependentView);
// Initialize the whole scene shadow's depth map with the shadow independent depth map from the view
ProjectedShadowInfo->StaticMeshWholeSceneShadowDepthMap.Init(false,Scene->StaticMeshes.GetMaxIndex());
ProjectedShadowInfo->StaticMeshWholeSceneShadowBatchVisibility.AddZeroed(Scene->StaticMeshes.GetMaxIndex());
}
QUICK_SCOPE_CYCLE_COUNTER(STAT_ShadowOctreeTraversal);
// Find primitives that are in a shadow frustum in the octree.
for(FScenePrimitiveOctree::TConstIterator<SceneRenderingAllocator> PrimitiveOctreeIt(Scene->PrimitiveOctree);
PrimitiveOctreeIt.HasPendingNodes();
PrimitiveOctreeIt.Advance())
{
const FScenePrimitiveOctree::FNode& PrimitiveOctreeNode = PrimitiveOctreeIt.GetCurrentNode();
const FOctreeNodeContext& PrimitiveOctreeNodeContext = PrimitiveOctreeIt.GetCurrentContext();
{
// Find children of this octree node that may contain relevant primitives.
FOREACH_OCTREE_CHILD_NODE(ChildRef)
{
if(PrimitiveOctreeNode.HasChild(ChildRef))
{
// Check that the child node is in the frustum for at least one shadow.
const FOctreeNodeContext ChildContext = PrimitiveOctreeNodeContext.GetChildContext(ChildRef);
bool bIsInFrustum = false;
// Check for subjects of preshadows.
if(!bIsInFrustum)
{
for(int32 ShadowIndex = 0, Num = PreShadows.Num(); ShadowIndex < Num; ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = PreShadows[ShadowIndex];
check(ProjectedShadowInfo->CasterFrustum.PermutedPlanes.Num());
// Check if this primitive is in the shadow's frustum.
if(ProjectedShadowInfo->CasterFrustum.IntersectBox(
ChildContext.Bounds.Center + ProjectedShadowInfo->PreShadowTranslation,
ChildContext.Bounds.Extent
))
{
bIsInFrustum = true;
break;
}
}
}
if (!bIsInFrustum)
{
for(int32 ShadowIndex = 0, Num = ViewDependentWholeSceneShadows.Num(); ShadowIndex < Num; ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = ViewDependentWholeSceneShadows[ShadowIndex];
//check(ProjectedShadowInfo->CasterFrustum.PermutedPlanes.Num());
// Check if this primitive is in the shadow's frustum.
if(ProjectedShadowInfo->CasterFrustum.IntersectBox(
ChildContext.Bounds.Center + ProjectedShadowInfo->PreShadowTranslation,
ChildContext.Bounds.Extent
))
{
bIsInFrustum = true;
break;
}
}
}
if(bIsInFrustum)
{
// If the child node was in the frustum of at least one preshadow, push it on
// the iterator's pending node stack.
PrimitiveOctreeIt.PushChild(ChildRef);
}
}
}
}
// Check all the primitives in this octree node.
for(FScenePrimitiveOctree::ElementConstIt NodePrimitiveIt(PrimitiveOctreeNode.GetElementIt());NodePrimitiveIt;++NodePrimitiveIt)
{
// gather the shadows for this one primitive
GatherShadowsForPrimitiveInner(*NodePrimitiveIt, PreShadows, ViewDependentWholeSceneShadows, bStaticSceneOnly);
}
}
for(int32 ShadowIndex = 0, Num = PreShadows.Num(); ShadowIndex < Num; ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = PreShadows[ShadowIndex];
//@todo - sort other shadow types' subject mesh elements?
// Probably needed for good performance with non-dominant whole scene shadows (spotlightmovable)
ProjectedShadowInfo->SortSubjectMeshElements();
}
}
}
void FSceneRenderer::AddViewDependentWholeSceneShadowsForView(
TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& ShadowInfos,
TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& ShadowInfosThatNeedCulling,
FVisibleLightInfo& VisibleLightInfo,
FLightSceneInfo& LightSceneInfo)
{
SCOPE_CYCLE_COUNTER(STAT_AddViewDependentWholeSceneShadowsForView);
// Allow each view to create a whole scene view dependent shadow
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
TArray<float, TInlineAllocator<2> > FadeAlphas;
FadeAlphas.Init(0.0f, Views.Num());
FadeAlphas[ViewIndex] = 1.0f;
if (View.StereoPass == eSSP_LEFT_EYE
&& Views.IsValidIndex(ViewIndex + 1)
&& Views[ViewIndex + 1].StereoPass == eSSP_RIGHT_EYE)
{
FadeAlphas[ViewIndex + 1] = 1.0f;
}
// If rendering in stereo mode we render shadow depths only for the left eye, but project for both eyes!
if (View.StereoPass != eSSP_RIGHT_EYE)
{
const bool bExtraDistanceFieldCascade = LightSceneInfo.Proxy->ShouldCreateRayTracedCascade(View.GetFeatureLevel(), LightSceneInfo.IsPrecomputedLightingValid());
const int32 ProjectionCount = LightSceneInfo.Proxy->GetNumViewDependentWholeSceneShadows(View, LightSceneInfo.IsPrecomputedLightingValid()) + (bExtraDistanceFieldCascade?1:0);
checkSlow(INDEX_NONE == -1);
FSceneRenderTargets& SceneContext_ConstantsOnly = FSceneRenderTargets::Get_FrameConstantsOnly();
// todo: this code can be simplified by computing all the distances in one place - avoiding some redundant work and complexity
for (int32 Index = 0; Index < ProjectionCount; Index++)
{
FWholeSceneProjectedShadowInitializer ProjectedShadowInitializer;
int32 LocalIndex = Index;
// Indexing like this puts the raytraced shadow cascade last (might not be needed)
if(bExtraDistanceFieldCascade && LocalIndex + 1 == ProjectionCount)
{
LocalIndex = INDEX_NONE;
}
if (LightSceneInfo.Proxy->GetViewDependentWholeSceneProjectedShadowInitializer(View, LocalIndex, LightSceneInfo.IsPrecomputedLightingValid(), ProjectedShadowInitializer))
{
const FIntPoint ShadowBufferResolution = SceneContext_ConstantsOnly.GetShadowDepthTextureResolution();
// Create the projected shadow info.
FProjectedShadowInfo* ProjectedShadowInfo = new(FMemStack::Get(), 1, 16) FProjectedShadowInfo;
uint32 ShadowBorder = GRHINeedsUnatlasedCSMDepthsWorkaround ? 0 : SHADOW_BORDER;
ProjectedShadowInfo->SetupWholeSceneProjection(
&LightSceneInfo,
&View,
ProjectedShadowInitializer,
ShadowBufferResolution.X - ShadowBorder * 2,
ShadowBufferResolution.Y - ShadowBorder * 2,
ShadowBorder,
false // no RSM
);
ProjectedShadowInfo->FadeAlphas = FadeAlphas;
FVisibleLightInfo& LightViewInfo = VisibleLightInfos[LightSceneInfo.Id];
VisibleLightInfo.MemStackProjectedShadows.Add(ProjectedShadowInfo);
VisibleLightInfo.AllProjectedShadows.Add(ProjectedShadowInfo);
ShadowInfos.Add(ProjectedShadowInfo);
// Ray traced shadows use the GPU managed distance field object buffers, no CPU culling needed
if (!ProjectedShadowInfo->bRayTracedDistanceField)
{
ShadowInfosThatNeedCulling.Add(ProjectedShadowInfo);
}
}
}
FSceneViewState* ViewState = (FSceneViewState*)View.State;
if (ViewState)
{
FLightPropagationVolume* LightPropagationVolume = ViewState->GetLightPropagationVolume(View.GetFeatureLevel());
FLightPropagationVolumeSettings& LPVSettings = View.FinalPostProcessSettings.BlendableManager.GetSingleFinalData<FLightPropagationVolumeSettings>();
if (LightPropagationVolume && LightPropagationVolume->bInitialized && LPVSettings.LPVIntensity > 0)
{
// Generate the RSM shadow info
FWholeSceneProjectedShadowInitializer ProjectedShadowInitializer;
FLightPropagationVolume& Lpv = *LightPropagationVolume;
if (LightSceneInfo.Proxy->GetViewDependentRsmWholeSceneProjectedShadowInitializer(View, Lpv.GetBoundingBox(), ProjectedShadowInitializer))
{
// moved out from the FProjectedShadowInfo constructor
ProjectedShadowInitializer.CascadeSettings.ShadowSplitIndex = 0;
const int32 ShadowBufferResolution = SceneContext_ConstantsOnly.GetReflectiveShadowMapResolution();
// Create the projected shadow info.
FProjectedShadowInfo* ProjectedShadowInfo = new(FMemStack::Get(), 1, 16) FProjectedShadowInfo;
ProjectedShadowInfo->SetupWholeSceneProjection(
&LightSceneInfo,
&View,
ProjectedShadowInitializer,
ShadowBufferResolution,
ShadowBufferResolution,
0,
true); // RSM
FVisibleLightInfo& LightViewInfo = VisibleLightInfos[LightSceneInfo.Id];
VisibleLightInfo.MemStackProjectedShadows.Add(ProjectedShadowInfo);
VisibleLightInfo.AllProjectedShadows.Add(ProjectedShadowInfo);
ShadowInfos.Add(ProjectedShadowInfo); // or separate list?
// Ray traced shadows use the GPU managed distance field object buffers, no CPU culling needed
if (!ProjectedShadowInfo->bRayTracedDistanceField)
{
ShadowInfosThatNeedCulling.Add(ProjectedShadowInfo);
}
}
}
}
}
}
}
void FSceneRenderer::AllocateShadowDepthTargets(FRHICommandListImmediate& RHICmdList)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// Sort visible shadows based on their allocation needs
// 2d shadowmaps for this frame only that can be atlased across lights
TArray<FProjectedShadowInfo*, SceneRenderingAllocator> Shadows;
// 2d shadowmaps that will persist across frames, can't be atlased
TArray<FProjectedShadowInfo*, SceneRenderingAllocator> CachedSpotlightShadows;
TArray<FProjectedShadowInfo*, SceneRenderingAllocator> TranslucentShadows;
// 2d shadowmaps that persist across frames
TArray<FProjectedShadowInfo*, SceneRenderingAllocator> CachedPreShadows;
TArray<FProjectedShadowInfo*, SceneRenderingAllocator> RSMShadows;
// Cubemaps, can't be atlased
TArray<FProjectedShadowInfo*, SceneRenderingAllocator> WholeScenePointShadows;
for (TSparseArray<FLightSceneInfoCompact>::TConstIterator LightIt(Scene->Lights); LightIt; ++LightIt)
{
const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt;
FLightSceneInfo* LightSceneInfo = LightSceneInfoCompact.LightSceneInfo;
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id];
// All cascades for a light need to be in the same texture
TArray<FProjectedShadowInfo*, SceneRenderingAllocator> WholeSceneDirectionalShadows;
for (int32 ShadowIndex = 0; ShadowIndex < VisibleLightInfo.AllProjectedShadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = VisibleLightInfo.AllProjectedShadows[ShadowIndex];
// Check that the shadow is visible in at least one view before rendering it.
bool bShadowIsVisible = false;
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
if (ProjectedShadowInfo->DependentView && ProjectedShadowInfo->DependentView != &View)
{
continue;
}
const FVisibleLightViewInfo& VisibleLightViewInfo = View.VisibleLightInfos[LightSceneInfo->Id];
const FPrimitiveViewRelevance ViewRelevance = VisibleLightViewInfo.ProjectedShadowViewRelevanceMap[ShadowIndex];
const bool bHasViewRelevance = (ProjectedShadowInfo->bTranslucentShadow && ViewRelevance.HasTranslucency())
|| (!ProjectedShadowInfo->bTranslucentShadow && ViewRelevance.bOpaqueRelevance);
bShadowIsVisible |= bHasViewRelevance && VisibleLightViewInfo.ProjectedShadowVisibilityMap[ShadowIndex];
}
if (ProjectedShadowInfo->CacheMode == SDCM_MovablePrimitivesOnly && !ProjectedShadowInfo->HasSubjectPrims())
{
FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id);
// A shadowmap for movable primitives when there are no movable primitives would normally read directly from the cached shadowmap
// However if the cached shadowmap also had no primitives then we need to skip rendering the shadow entirely
if (!CachedShadowMapData.bCachedShadowMapHasPrimitives)
{
bShadowIsVisible = false;
}
}
if (FeatureLevel < ERHIFeatureLevel::SM4
// Mobile renderer only supports opaque per-object shadows or CSM
&& (!ProjectedShadowInfo->bPerObjectOpaqueShadow && !(ProjectedShadowInfo->bDirectionalLight && ProjectedShadowInfo->bWholeSceneShadow)))
{
bShadowIsVisible = false;
}
if (IsForwardShadingEnabled(FeatureLevel)
&& (!ProjectedShadowInfo->GetLightSceneInfo().Proxy->HasStaticShadowing() || ProjectedShadowInfo->GetLightSceneInfo().Proxy->GetPreviewShadowMapChannel() == -1))
{
// With forward shading, dynamic shadows are projected into channels of the light attenuation texture based on their assigned ShadowMapChannel
bShadowIsVisible = false;
}
if (bShadowIsVisible)
{
// Visible shadow stats
if (ProjectedShadowInfo->bReflectiveShadowmap)
{
INC_DWORD_STAT(STAT_ReflectiveShadowMaps);
}
else if (ProjectedShadowInfo->bWholeSceneShadow)
{
INC_DWORD_STAT(STAT_WholeSceneShadows);
if (ProjectedShadowInfo->CacheMode == SDCM_MovablePrimitivesOnly)
{
INC_DWORD_STAT(STAT_CachedWholeSceneShadows);
}
}
else if (ProjectedShadowInfo->bPreShadow)
{
INC_DWORD_STAT(STAT_PreShadows);
}
else
{
INC_DWORD_STAT(STAT_PerObjectShadows);
}
bool bNeedsProjection = ProjectedShadowInfo->CacheMode != SDCM_StaticPrimitivesOnly
// Mobile rendering only projects opaque per object shadows.
&& (FeatureLevel >= ERHIFeatureLevel::SM4 || ProjectedShadowInfo->bPerObjectOpaqueShadow);
extern int32 GCapsuleShadows;
const bool bIsCapsuleShadow = GCapsuleShadows && ProjectedShadowInfo->bCapsuleShadow;
if (bNeedsProjection)
{
if (ProjectedShadowInfo->bReflectiveShadowmap)
{
VisibleLightInfo.RSMsToProject.Add(ProjectedShadowInfo);
}
else if (bIsCapsuleShadow)
{
VisibleLightInfo.CapsuleShadowsToProject.Add(ProjectedShadowInfo);
}
else
{
VisibleLightInfo.ShadowsToProject.Add(ProjectedShadowInfo);
}
}
const bool bNeedsShadowmapSetup = !bIsCapsuleShadow && !ProjectedShadowInfo->bRayTracedDistanceField;
if (bNeedsShadowmapSetup)
{
if (ProjectedShadowInfo->bReflectiveShadowmap)
{
check(ProjectedShadowInfo->bWholeSceneShadow);
RSMShadows.Add(ProjectedShadowInfo);
}
else if (ProjectedShadowInfo->bPreShadow && ProjectedShadowInfo->bAllocatedInPreshadowCache)
{
CachedPreShadows.Add(ProjectedShadowInfo);
}
else if (ProjectedShadowInfo->bDirectionalLight && ProjectedShadowInfo->bWholeSceneShadow)
{
WholeSceneDirectionalShadows.Add(ProjectedShadowInfo);
}
else if (ProjectedShadowInfo->bOnePassPointLightShadow)
{
WholeScenePointShadows.Add(ProjectedShadowInfo);
}
else if (ProjectedShadowInfo->bTranslucentShadow)
{
TranslucentShadows.Add(ProjectedShadowInfo);
}
else if (ProjectedShadowInfo->CacheMode == SDCM_StaticPrimitivesOnly)
{
check(ProjectedShadowInfo->bWholeSceneShadow);
CachedSpotlightShadows.Add(ProjectedShadowInfo);
}
else
{
Shadows.Add(ProjectedShadowInfo);
}
}
}
// Sort cascades, this is needed for blending between cascades to work
VisibleLightInfo.ShadowsToProject.Sort(FCompareFProjectedShadowInfoBySplitIndex());
VisibleLightInfo.RSMsToProject.Sort(FCompareFProjectedShadowInfoBySplitIndex());
}
AllocateCSMDepthTargets(RHICmdList, WholeSceneDirectionalShadows);
}
if (CachedPreShadows.Num() > 0)
{
if (!Scene->PreShadowCacheDepthZ)
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(SceneContext.GetPreShadowCacheTextureResolution(), PF_ShadowDepth, FClearValueBinding::None, TexCreate_None, TexCreate_DepthStencilTargetable, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, Scene->PreShadowCacheDepthZ, TEXT("PreShadowCacheDepthZ"));
}
SortedShadowsForShadowDepthPass.PreshadowCache.RenderTargets.DepthTarget = Scene->PreShadowCacheDepthZ;
for (int32 ShadowIndex = 0; ShadowIndex < CachedPreShadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = CachedPreShadows[ShadowIndex];
ProjectedShadowInfo->RenderTargets.DepthTarget = Scene->PreShadowCacheDepthZ.GetReference();
// Note: adding preshadows whose depths are cached so that GatherDynamicMeshElements
// will still happen, which is necessary for preshadow receiver stenciling
ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this);
SortedShadowsForShadowDepthPass.PreshadowCache.Shadows.Add(ProjectedShadowInfo);
}
}
AllocateOnePassPointLightDepthTargets(RHICmdList, WholeScenePointShadows);
AllocateRSMDepthTargets(RHICmdList, RSMShadows);
AllocateCachedSpotlightShadowDepthTargets(RHICmdList, CachedSpotlightShadows);
AllocatePerObjectShadowDepthTargets(RHICmdList, Shadows);
AllocateTranslucentShadowDepthTargets(RHICmdList, TranslucentShadows);
// Remove cache entries that haven't been used in a while
for (TMap<int32, FCachedShadowMapData>::TIterator CachedShadowMapIt(Scene->CachedShadowMaps); CachedShadowMapIt; ++CachedShadowMapIt)
{
FCachedShadowMapData& ShadowMapData = CachedShadowMapIt.Value();
if (ShadowMapData.ShadowMap.IsValid() && ViewFamily.CurrentRealTime - ShadowMapData.LastUsedTime > 2.0f)
{
ShadowMapData.ShadowMap.Release();
}
}
SET_MEMORY_STAT(STAT_CachedShadowmapMemory, Scene->GetCachedWholeSceneShadowMapsSize());
SET_MEMORY_STAT(STAT_ShadowmapAtlasMemory, SortedShadowsForShadowDepthPass.ComputeMemorySize());
}
void FSceneRenderer::AllocatePerObjectShadowDepthTargets(FRHICommandListImmediate& RHICmdList, TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& Shadows)
{
if (Shadows.Num() > 0)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
const FIntPoint ShadowBufferResolution = SceneContext.GetShadowDepthTextureResolution();
int32 OriginalNumAtlases = SortedShadowsForShadowDepthPass.ShadowMapAtlases.Num();
FTextureLayout CurrentShadowLayout(1, 1, ShadowBufferResolution.X, ShadowBufferResolution.Y, false, false, false);
FPooledRenderTargetDesc ShadowMapDesc2D = FPooledRenderTargetDesc::Create2DDesc(ShadowBufferResolution, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable, false);
// Sort the projected shadows by resolution.
Shadows.Sort(FCompareFProjectedShadowInfoByResolution());
for (int32 ShadowIndex = 0; ShadowIndex < Shadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = Shadows[ShadowIndex];
// Atlased shadows need a border
check(ProjectedShadowInfo->BorderSize != 0);
check(!ProjectedShadowInfo->bAllocated);
if (ProjectedShadowInfo->CacheMode == SDCM_MovablePrimitivesOnly && !ProjectedShadowInfo->HasSubjectPrims())
{
FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id);
ProjectedShadowInfo->X = ProjectedShadowInfo->Y = 0;
ProjectedShadowInfo->bAllocated = true;
// Skip the shadow depth pass since there are no movable primitives to composite, project from the cached shadowmap directly which contains static primitive depths
ProjectedShadowInfo->RenderTargets.DepthTarget = CachedShadowMapData.ShadowMap.DepthTarget;
}
else
{
if (SortedShadowsForShadowDepthPass.ShadowMapAtlases.Num() == OriginalNumAtlases)
{
// Start with an empty atlas for per-object shadows (don't allow packing object shadows into the CSM atlas atm)
SortedShadowsForShadowDepthPass.ShadowMapAtlases.AddDefaulted();
}
if (CurrentShadowLayout.AddElement(
ProjectedShadowInfo->X,
ProjectedShadowInfo->Y,
ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2,
ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2)
)
{
ProjectedShadowInfo->bAllocated = true;
}
else
{
CurrentShadowLayout = FTextureLayout(1, 1, ShadowBufferResolution.X, ShadowBufferResolution.Y, false, false, false);
SortedShadowsForShadowDepthPass.ShadowMapAtlases.AddDefaulted();
if (CurrentShadowLayout.AddElement(
ProjectedShadowInfo->X,
ProjectedShadowInfo->Y,
ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2,
ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2)
)
{
ProjectedShadowInfo->bAllocated = true;
}
}
check(ProjectedShadowInfo->bAllocated);
FSortedShadowMapAtlas& ShadowMapAtlas = SortedShadowsForShadowDepthPass.ShadowMapAtlases.Last();
if (!ShadowMapAtlas.RenderTargets.DepthTarget)
{
GRenderTargetPool.FindFreeElement(RHICmdList, ShadowMapDesc2D, ShadowMapAtlas.RenderTargets.DepthTarget, TEXT("ShadowDepthAtlas"));
}
ProjectedShadowInfo->RenderTargets.DepthTarget = ShadowMapAtlas.RenderTargets.DepthTarget.GetReference();
ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this);
ShadowMapAtlas.Shadows.Add(ProjectedShadowInfo);
}
}
}
}
void FSceneRenderer::AllocateCachedSpotlightShadowDepthTargets(FRHICommandListImmediate& RHICmdList, TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& CachedSpotlightShadows)
{
for (int32 ShadowIndex = 0; ShadowIndex < CachedSpotlightShadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = CachedSpotlightShadows[ShadowIndex];
SortedShadowsForShadowDepthPass.ShadowMapAtlases.AddDefaulted();
FSortedShadowMapAtlas& ShadowMap = SortedShadowsForShadowDepthPass.ShadowMapAtlases.Last();
FIntPoint ShadowResolution(ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2, ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2);
FPooledRenderTargetDesc ShadowMapDesc2D = FPooledRenderTargetDesc::Create2DDesc(ShadowResolution, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable, false);
GRenderTargetPool.FindFreeElement(RHICmdList, ShadowMapDesc2D, ShadowMap.RenderTargets.DepthTarget, TEXT("CachedShadowDepthMap"));
check(ProjectedShadowInfo->CacheMode == SDCM_StaticPrimitivesOnly);
FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id);
CachedShadowMapData.ShadowMap.DepthTarget = ShadowMap.RenderTargets.DepthTarget;
ProjectedShadowInfo->X = ProjectedShadowInfo->Y = 0;
ProjectedShadowInfo->bAllocated = true;
ProjectedShadowInfo->RenderTargets.DepthTarget = ShadowMap.RenderTargets.DepthTarget.GetReference();
ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this);
ShadowMap.Shadows.Add(ProjectedShadowInfo);
}
}
/**
* Helper function to get the name of a CSM rendertarget, keeping the pointers around (this is required by the rendertarget pool)
* @param ShadowMapIndex - the index of the shadow map cascade
*/
const TCHAR* GetCSMRenderTargetName(int32 ShadowMapIndex)
{
// Render target names require string pointers not to be released, so we cache them in a static array and grow as necessary
static TArray<FString*> ShadowmapNames;
while (ShadowmapNames.Num() < ShadowMapIndex + 1)
{
if (ShadowMapIndex == 0)
{
ShadowmapNames.Add(new FString(TEXT("WholeSceneShadowmap")));
}
else
{
ShadowmapNames.Add(new FString(FString::Printf(TEXT("WholeSceneShadowmap%d"), ShadowmapNames.Num())));
}
}
return **ShadowmapNames[ShadowMapIndex];
}
struct FLayoutAndAssignedShadows
{
FLayoutAndAssignedShadows(int32 MaxTextureSize) :
TextureLayout(1, 1, MaxTextureSize, MaxTextureSize, false, false, false)
{}
FTextureLayout TextureLayout;
TArray<FProjectedShadowInfo*, SceneRenderingAllocator> Shadows;
};
void FSceneRenderer::AllocateCSMDepthTargets(FRHICommandListImmediate& RHICmdList, const TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& WholeSceneDirectionalShadows)
{
if (WholeSceneDirectionalShadows.Num() > 0)
{
const bool bAllowAtlasing = !GRHINeedsUnatlasedCSMDepthsWorkaround;
const int32 MaxTextureSize = 1 << (GMaxTextureMipCount - 1);
TArray<FLayoutAndAssignedShadows, SceneRenderingAllocator> Layouts;
Layouts.Add(FLayoutAndAssignedShadows(MaxTextureSize));
for (int32 ShadowIndex = 0; ShadowIndex < WholeSceneDirectionalShadows.Num(); ShadowIndex++)
{
if (!bAllowAtlasing && ShadowIndex > 0)
{
Layouts.Add(FLayoutAndAssignedShadows(MaxTextureSize));
}
FProjectedShadowInfo* ProjectedShadowInfo = WholeSceneDirectionalShadows[ShadowIndex];
// Atlased shadows need a border
check(!bAllowAtlasing || ProjectedShadowInfo->BorderSize != 0);
check(!ProjectedShadowInfo->bAllocated);
if (Layouts.Last().TextureLayout.AddElement(
ProjectedShadowInfo->X,
ProjectedShadowInfo->Y,
ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2,
ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2)
)
{
ProjectedShadowInfo->bAllocated = true;
Layouts.Last().Shadows.Add(ProjectedShadowInfo);
}
}
for (int32 LayoutIndex = 0; LayoutIndex < Layouts.Num(); LayoutIndex++)
{
const FLayoutAndAssignedShadows& CurrentLayout = Layouts[LayoutIndex];
SortedShadowsForShadowDepthPass.ShadowMapAtlases.AddDefaulted();
FSortedShadowMapAtlas& ShadowMapAtlas = SortedShadowsForShadowDepthPass.ShadowMapAtlases.Last();
FIntPoint WholeSceneAtlasSize(CurrentLayout.TextureLayout.GetSizeX(), CurrentLayout.TextureLayout.GetSizeY());
FPooledRenderTargetDesc WholeSceneShadowMapDesc2D(FPooledRenderTargetDesc::Create2DDesc(WholeSceneAtlasSize, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, WholeSceneShadowMapDesc2D, ShadowMapAtlas.RenderTargets.DepthTarget, GetCSMRenderTargetName(LayoutIndex));
for (int32 ShadowIndex = 0; ShadowIndex < CurrentLayout.Shadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = CurrentLayout.Shadows[ShadowIndex];
if (ProjectedShadowInfo->bAllocated)
{
ProjectedShadowInfo->RenderTargets.DepthTarget = ShadowMapAtlas.RenderTargets.DepthTarget.GetReference();
ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this);
ShadowMapAtlas.Shadows.Add(ProjectedShadowInfo);
}
}
}
}
}
void FSceneRenderer::AllocateRSMDepthTargets(FRHICommandListImmediate& RHICmdList, const TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& RSMShadows)
{
if (RSMShadows.Num() > 0
&& FeatureLevel >= ERHIFeatureLevel::SM5)
{
const int32 MaxTextureSize = 1 << (GMaxTextureMipCount - 1);
FTextureLayout ShadowLayout(1, 1, MaxTextureSize, MaxTextureSize, false, false, false);
for (int32 ShadowIndex = 0; ShadowIndex < RSMShadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = RSMShadows[ShadowIndex];
check(ProjectedShadowInfo->BorderSize == 0);
check(!ProjectedShadowInfo->bAllocated);
if (ShadowLayout.AddElement(
ProjectedShadowInfo->X,
ProjectedShadowInfo->Y,
ProjectedShadowInfo->ResolutionX,
ProjectedShadowInfo->ResolutionY)
)
{
ProjectedShadowInfo->bAllocated = true;
}
}
SortedShadowsForShadowDepthPass.RSMAtlases.AddDefaulted();
FSortedShadowMapAtlas& ShadowMapAtlas = SortedShadowsForShadowDepthPass.RSMAtlases.Last();
ShadowMapAtlas.RenderTargets.ColorTargets.Empty(2);
ShadowMapAtlas.RenderTargets.ColorTargets.AddDefaulted(2);
FIntPoint WholeSceneAtlasSize(ShadowLayout.GetSizeX(), ShadowLayout.GetSizeY());
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(WholeSceneAtlasSize, PF_R8G8B8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ShadowMapAtlas.RenderTargets.ColorTargets[0], TEXT("RSMNormal"));
}
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(WholeSceneAtlasSize, PF_FloatR11G11B10, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ShadowMapAtlas.RenderTargets.ColorTargets[1], TEXT("RSMDiffuse"));
}
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(WholeSceneAtlasSize, PF_DepthStencil, FClearValueBinding::None, TexCreate_None, TexCreate_DepthStencilTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ShadowMapAtlas.RenderTargets.DepthTarget, TEXT("RSMDepth"));
}
for (int32 ShadowIndex = 0; ShadowIndex < RSMShadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = RSMShadows[ShadowIndex];
if (ProjectedShadowInfo->bAllocated)
{
ProjectedShadowInfo->RenderTargets.ColorTargets.Empty(ShadowMapAtlas.RenderTargets.ColorTargets.Num());
ProjectedShadowInfo->RenderTargets.ColorTargets.AddDefaulted(ShadowMapAtlas.RenderTargets.ColorTargets.Num());
for (int32 TargetIndex = 0; TargetIndex < ShadowMapAtlas.RenderTargets.ColorTargets.Num(); TargetIndex++)
{
ProjectedShadowInfo->RenderTargets.ColorTargets[TargetIndex] = ShadowMapAtlas.RenderTargets.ColorTargets[TargetIndex].GetReference();
}
ProjectedShadowInfo->RenderTargets.DepthTarget = ShadowMapAtlas.RenderTargets.DepthTarget.GetReference();
ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this);
ShadowMapAtlas.Shadows.Add(ProjectedShadowInfo);
}
}
}
}
void FSceneRenderer::AllocateOnePassPointLightDepthTargets(FRHICommandListImmediate& RHICmdList, const TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& WholeScenePointShadows)
{
if (FeatureLevel >= ERHIFeatureLevel::SM4)
{
for (int32 ShadowIndex = 0; ShadowIndex < WholeScenePointShadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = WholeScenePointShadows[ShadowIndex];
check(ProjectedShadowInfo->BorderSize == 0);
if (ProjectedShadowInfo->CacheMode == SDCM_MovablePrimitivesOnly && !ProjectedShadowInfo->HasSubjectPrims())
{
FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id);
ProjectedShadowInfo->X = ProjectedShadowInfo->Y = 0;
ProjectedShadowInfo->bAllocated = true;
// Skip the shadow depth pass since there are no movable primitives to composite, project from the cached shadowmap directly which contains static primitive depths
check(CachedShadowMapData.ShadowMap.IsValid());
ProjectedShadowInfo->RenderTargets.DepthTarget = CachedShadowMapData.ShadowMap.DepthTarget;
}
else
{
SortedShadowsForShadowDepthPass.ShadowMapCubemaps.AddDefaulted();
FSortedShadowMapAtlas& ShadowMapCubemap = SortedShadowsForShadowDepthPass.ShadowMapCubemaps.Last();
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::CreateCubemapDesc(ProjectedShadowInfo->ResolutionX, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable | TexCreate_NoFastClear, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ShadowMapCubemap.RenderTargets.DepthTarget, TEXT("CubeShadowDepthZ"));
if (ProjectedShadowInfo->CacheMode == SDCM_StaticPrimitivesOnly)
{
FCachedShadowMapData& CachedShadowMapData = Scene->CachedShadowMaps.FindChecked(ProjectedShadowInfo->GetLightSceneInfo().Id);
CachedShadowMapData.ShadowMap.DepthTarget = ShadowMapCubemap.RenderTargets.DepthTarget;
}
ProjectedShadowInfo->X = ProjectedShadowInfo->Y = 0;
ProjectedShadowInfo->bAllocated = true;
ProjectedShadowInfo->RenderTargets.DepthTarget = ShadowMapCubemap.RenderTargets.DepthTarget.GetReference();
ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this);
ShadowMapCubemap.Shadows.Add(ProjectedShadowInfo);
}
}
}
}
// for easier use of "VisualizeTexture"
TCHAR* const GetTranslucencyShadowTransmissionName(uint32 Id)
{
// (TCHAR*) for non VisualStudio
switch(Id)
{
case 0: return (TCHAR*)TEXT("TranslucencyShadowTransmission0");
case 1: return (TCHAR*)TEXT("TranslucencyShadowTransmission1");
default:
check(0);
}
return (TCHAR*)TEXT("InvalidName");
}
void FSceneRenderer::AllocateTranslucentShadowDepthTargets(FRHICommandListImmediate& RHICmdList, TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& TranslucentShadows)
{
if (TranslucentShadows.Num() > 0 && FeatureLevel >= ERHIFeatureLevel::SM4)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
const FIntPoint TranslucentShadowBufferResolution = SceneContext.GetTranslucentShadowDepthTextureResolution();
// Start with an empty atlas for per-object shadows (don't allow packing object shadows into the CSM atlas atm)
SortedShadowsForShadowDepthPass.TranslucencyShadowMapAtlases.AddDefaulted();
FTextureLayout CurrentShadowLayout(1, 1, TranslucentShadowBufferResolution.X, TranslucentShadowBufferResolution.Y, false, false, false);
// Sort the projected shadows by resolution.
TranslucentShadows.Sort(FCompareFProjectedShadowInfoByResolution());
for (int32 ShadowIndex = 0; ShadowIndex < TranslucentShadows.Num(); ShadowIndex++)
{
FProjectedShadowInfo* ProjectedShadowInfo = TranslucentShadows[ShadowIndex];
check(ProjectedShadowInfo->BorderSize != 0);
check(!ProjectedShadowInfo->bAllocated);
if (CurrentShadowLayout.AddElement(
ProjectedShadowInfo->X,
ProjectedShadowInfo->Y,
ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2,
ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2)
)
{
ProjectedShadowInfo->bAllocated = true;
}
else
{
CurrentShadowLayout = FTextureLayout(1, 1, TranslucentShadowBufferResolution.X, TranslucentShadowBufferResolution.Y, false, false, false);
SortedShadowsForShadowDepthPass.TranslucencyShadowMapAtlases.AddDefaulted();
if (CurrentShadowLayout.AddElement(
ProjectedShadowInfo->X,
ProjectedShadowInfo->Y,
ProjectedShadowInfo->ResolutionX + ProjectedShadowInfo->BorderSize * 2,
ProjectedShadowInfo->ResolutionY + ProjectedShadowInfo->BorderSize * 2)
)
{
ProjectedShadowInfo->bAllocated = true;
}
}
check(ProjectedShadowInfo->bAllocated);
FSortedShadowMapAtlas& ShadowMapAtlas = SortedShadowsForShadowDepthPass.TranslucencyShadowMapAtlases.Last();
if (ShadowMapAtlas.RenderTargets.ColorTargets.Num() == 0)
{
ShadowMapAtlas.RenderTargets.ColorTargets.Empty(NumTranslucencyShadowSurfaces);
ShadowMapAtlas.RenderTargets.ColorTargets.AddDefaulted(NumTranslucencyShadowSurfaces);
for (int32 SurfaceIndex = 0; SurfaceIndex < NumTranslucencyShadowSurfaces; SurfaceIndex++)
{
// Using PF_FloatRGBA because Fourier coefficients used by Fourier opacity maps have a large range and can be negative
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(TranslucentShadowBufferResolution, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ShadowMapAtlas.RenderTargets.ColorTargets[SurfaceIndex], GetTranslucencyShadowTransmissionName(SurfaceIndex));
}
}
ProjectedShadowInfo->RenderTargets.ColorTargets.Empty(NumTranslucencyShadowSurfaces);
ProjectedShadowInfo->RenderTargets.ColorTargets.AddDefaulted(NumTranslucencyShadowSurfaces);
for (int32 TargetIndex = 0; TargetIndex < ShadowMapAtlas.RenderTargets.ColorTargets.Num(); TargetIndex++)
{
ProjectedShadowInfo->RenderTargets.ColorTargets[TargetIndex] = ShadowMapAtlas.RenderTargets.ColorTargets[TargetIndex].GetReference();
}
ProjectedShadowInfo->SetupShadowDepthView(RHICmdList, this);
ShadowMapAtlas.Shadows.Add(ProjectedShadowInfo);
}
}
}
void FSceneRenderer::InitDynamicShadows(FRHICommandListImmediate& RHICmdList)
{
SCOPE_CYCLE_COUNTER(STAT_DynamicShadowSetupTime);
const bool bMobile = FeatureLevel < ERHIFeatureLevel::SM4;
bool bStaticSceneOnly = false;
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
bStaticSceneOnly = bStaticSceneOnly || View.bStaticSceneOnly;
}
const bool bProjectEnablePointLightShadows = Scene->ReadOnlyCVARCache.bEnablePointLightShadows;
TArray<FProjectedShadowInfo*,SceneRenderingAllocator> PreShadows;
TArray<FProjectedShadowInfo*,SceneRenderingAllocator> ViewDependentWholeSceneShadows;
TArray<FProjectedShadowInfo*,SceneRenderingAllocator> ViewDependentWholeSceneShadowsThatNeedCulling;
{
SCOPE_CYCLE_COUNTER(STAT_InitDynamicShadowsTime);
for (TSparseArray<FLightSceneInfoCompact>::TConstIterator LightIt(Scene->Lights); LightIt; ++LightIt)
{
const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt;
FLightSceneInfo* LightSceneInfo = LightSceneInfoCompact.LightSceneInfo;
FScopeCycleCounter Context(LightSceneInfo->Proxy->GetStatId());
FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id];
// Only consider lights that may have shadows.
if (LightSceneInfoCompact.bCastStaticShadow || LightSceneInfoCompact.bCastDynamicShadow)
{
// see if the light is visible in any view
bool bIsVisibleInAnyView = false;
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
// View frustums are only checked when lights have visible primitives or have modulated shadows,
// so we don't need to check for that again here
bIsVisibleInAnyView = LightSceneInfo->ShouldRenderLight(Views[ViewIndex]);
if (bIsVisibleInAnyView)
{
break;
}
}
if (bIsVisibleInAnyView)
{
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnRenderThread() != 0);
// Only create whole scene shadows for lights that don't precompute shadowing (movable lights)
const bool bShouldCreateShadowForMovableLight =
LightSceneInfoCompact.bCastDynamicShadow
&& (!LightSceneInfo->Proxy->HasStaticShadowing() || !bAllowStaticLighting);
const bool bCreateShadowForMovableLight =
bShouldCreateShadowForMovableLight
&& (LightSceneInfoCompact.LightType != LightType_Point || bProjectEnablePointLightShadows);
// Also create a whole scene shadow for lights with precomputed shadows that are unbuilt
const bool bShouldCreateShadowToPreviewStaticLight =
LightSceneInfo->Proxy->HasStaticShadowing()
&& LightSceneInfoCompact.bCastStaticShadow
&& !LightSceneInfo->IsPrecomputedLightingValid();
const bool bCreateShadowToPreviewStaticLight =
bShouldCreateShadowToPreviewStaticLight
&& (LightSceneInfoCompact.LightType != LightType_Point || bProjectEnablePointLightShadows);
// Create a whole scene shadow for lights that want static shadowing but didn't get assigned to a valid shadowmap channel due to overlap
const bool bShouldCreateShadowForOverflowStaticShadowing =
LightSceneInfo->Proxy->HasStaticShadowing()
&& !LightSceneInfo->Proxy->HasStaticLighting()
&& LightSceneInfoCompact.bCastStaticShadow
&& LightSceneInfo->IsPrecomputedLightingValid()
&& LightSceneInfo->Proxy->GetShadowMapChannel() == INDEX_NONE;
const bool bCreateShadowForOverflowStaticShadowing =
bShouldCreateShadowForOverflowStaticShadowing
&& (LightSceneInfoCompact.LightType != LightType_Point || bProjectEnablePointLightShadows);
const bool bPointLightWholeSceneShadow = (bShouldCreateShadowForMovableLight || bShouldCreateShadowForOverflowStaticShadowing || bShouldCreateShadowToPreviewStaticLight) && LightSceneInfoCompact.LightType == LightType_Point;
if (bPointLightWholeSceneShadow)
{
UsedWholeScenePointLightNames.Add(LightSceneInfoCompact.LightSceneInfo->Proxy->GetComponentName());
}
if (bCreateShadowForMovableLight || bCreateShadowToPreviewStaticLight || bCreateShadowForOverflowStaticShadowing)
{
// Try to create a whole scene projected shadow.
CreateWholeSceneProjectedShadow(LightSceneInfo);
}
// Allow movable and stationary lights to create CSM, or static lights that are unbuilt
if ((!LightSceneInfo->Proxy->HasStaticLighting() && LightSceneInfoCompact.bCastDynamicShadow) || bCreateShadowToPreviewStaticLight)
{
static_assert(ARRAY_COUNT(Scene->MobileDirectionalLights) == 3, "All array entries for MobileDirectionalLights must be checked");
if( !bMobile ||
((LightSceneInfo->Proxy->UseCSMForDynamicObjects() || LightSceneInfo->Proxy->IsMovable())
// Mobile uses the scene's MobileDirectionalLights only for whole scene shadows.
&& (LightSceneInfo == Scene->MobileDirectionalLights[0] || LightSceneInfo == Scene->MobileDirectionalLights[1] || LightSceneInfo == Scene->MobileDirectionalLights[2])))
{
AddViewDependentWholeSceneShadowsForView(ViewDependentWholeSceneShadows, ViewDependentWholeSceneShadowsThatNeedCulling, VisibleLightInfo, *LightSceneInfo);
}
if( !bMobile || (LightSceneInfo->Proxy->CastsModulatedShadows() && !LightSceneInfo->Proxy->UseCSMForDynamicObjects()))
{
// Look for individual primitives with a dynamic shadow.
for (FLightPrimitiveInteraction* Interaction = LightSceneInfo->DynamicInteractionOftenMovingPrimitiveList;
Interaction;
Interaction = Interaction->GetNextPrimitive()
)
{
SetupInteractionShadows(RHICmdList, Interaction, VisibleLightInfo, bStaticSceneOnly, ViewDependentWholeSceneShadows, PreShadows);
}
for (FLightPrimitiveInteraction* Interaction = LightSceneInfo->DynamicInteractionStaticPrimitiveList;
Interaction;
Interaction = Interaction->GetNextPrimitive()
)
{
SetupInteractionShadows(RHICmdList, Interaction, VisibleLightInfo, bStaticSceneOnly, ViewDependentWholeSceneShadows, PreShadows);
}
}
}
}
}
}
// Calculate visibility of the projected shadows.
InitProjectedShadowVisibility(RHICmdList);
}
// Clear old preshadows and attempt to add new ones to the cache
UpdatePreshadowCache(FSceneRenderTargets::Get(RHICmdList));
// Gathers the list of primitives used to draw various shadow types
GatherShadowPrimitives(PreShadows, ViewDependentWholeSceneShadowsThatNeedCulling, bStaticSceneOnly);
AllocateShadowDepthTargets(RHICmdList);
// Generate mesh element arrays from shadow primitive arrays
GatherShadowDynamicMeshElements();
}