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/* Copyright 2015-2019 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
#include "ShadowMapManager.h"
#include "AdvancedMath.h"
namespace Diligent
{
ShadowMapManager::ShadowMapManager()
{
}
void ShadowMapManager::Initialize(IRenderDevice* pDevice, const InitInfo& initInfo)
{
VERIFY_EXPR(pDevice != nullptr);
VERIFY(initInfo.Fmt != TEX_FORMAT_UNKNOWN, "Undefined shadow map format");
VERIFY(initInfo.NumCascades != 0, "Number of cascades must not be zero");
VERIFY(initInfo.Resolution != 0, "Shadow map resolution must not be zero");
m_pDevice = pDevice;
TextureDesc ShadowMapDesc;
ShadowMapDesc.Name = "Shadow map SRV";
ShadowMapDesc.Type = RESOURCE_DIM_TEX_2D_ARRAY;
ShadowMapDesc.Width = initInfo.Resolution;
ShadowMapDesc.Height = initInfo.Resolution;
ShadowMapDesc.MipLevels = 1;
ShadowMapDesc.ArraySize = initInfo.NumCascades;
ShadowMapDesc.Format = initInfo.Fmt;
ShadowMapDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_DEPTH_STENCIL;
RefCntAutoPtr<ITexture> ptex2DShadowMap;
pDevice->CreateTexture(ShadowMapDesc, nullptr, &ptex2DShadowMap);
m_pShadowMapSRV.Release();
m_pShadowMapSRV = ptex2DShadowMap->GetDefaultView( TEXTURE_VIEW_SHADER_RESOURCE );
if (initInfo.pComparisonSampler != nullptr)
m_pShadowMapSRV->SetSampler(initInfo.pComparisonSampler);
m_pShadowMapDSVs.clear();
m_pShadowMapDSVs.resize(ShadowMapDesc.ArraySize);
for (Uint32 iArrSlice=0; iArrSlice < ShadowMapDesc.ArraySize; iArrSlice++)
{
TextureViewDesc ShadowMapDSVDesc;
ShadowMapDSVDesc.Name = "Shadow map cascade DSV";
ShadowMapDSVDesc.ViewType = TEXTURE_VIEW_DEPTH_STENCIL;
ShadowMapDSVDesc.FirstArraySlice = iArrSlice;
ShadowMapDSVDesc.NumArraySlices = 1;
ptex2DShadowMap->CreateView(ShadowMapDSVDesc, &m_pShadowMapDSVs[iArrSlice]);
}
}
void ShadowMapManager::DistributeCascades(const DistributeCascadeInfo& Info,
ShadowMapAttribs& shadowMapAttribs)
{
VERIFY(Info.pCameraView, "Camera view matrix must not be null");
VERIFY(Info.pCameraProj, "Camera projection matrix must not be null");
VERIFY(Info.pLightDir, "Light direction must not be null");
VERIFY(Info.pCameraPos, "Camera position must not be null");
VERIFY(m_pDevice, "Shadow map manager is not initialized");
const auto& DevCaps = m_pDevice->GetDeviceCaps();
const auto IsGL = DevCaps.IsGLDevice();
const auto& SMDesc = m_pShadowMapSRV->GetTexture()->GetDesc();
float2 f2CascadeSize = float2(static_cast<float>(SMDesc.Width), static_cast<float>(SMDesc.Height));
float3 LightSpaceX, LightSpaceY, LightSpaceZ;
LightSpaceZ = *Info.pLightDir;
VERIFY(length(LightSpaceZ) > 1e-5, "Light direction vector length is zero");
LightSpaceZ = normalize(LightSpaceZ);
auto min_cmp = std::min(std::min(std::abs(Info.pLightDir->x), std::abs(Info.pLightDir->y)), std::abs(Info.pLightDir->z));
if (min_cmp == std::abs(Info.pLightDir->x))
LightSpaceX = float3(1, 0, 0);
else if (min_cmp == std::abs(Info.pLightDir->y))
LightSpaceX = float3(0, 1, 0);
else
LightSpaceX = float3(0, 0, 1);
LightSpaceY = cross(LightSpaceZ, LightSpaceX);
LightSpaceX = cross(LightSpaceY, LightSpaceZ);
LightSpaceX = normalize(LightSpaceX);
LightSpaceY = normalize(LightSpaceY);
float4x4 WorldToLightViewSpaceMatr =
float4x4::ViewFromBasis( LightSpaceX, LightSpaceY, LightSpaceZ );
shadowMapAttribs.mWorldToLightViewT = WorldToLightViewSpaceMatr.Transpose();
float3 f3CameraPosInLightSpace = *Info.pCameraPos * WorldToLightViewSpaceMatr;
float fMainCamNearPlane, fMainCamFarPlane;
Info.pCameraProj->GetNearFarClipPlanes(fMainCamNearPlane, fMainCamFarPlane, IsGL);
for(int i=0; i < MAX_CASCADES; ++i)
shadowMapAttribs.fCascadeCamSpaceZEnd[i] = +FLT_MAX;
const auto& CameraWorld = Info.pCameraWorld != nullptr ? *Info.pCameraWorld : Info.pCameraView->Inverse();
// Render cascades
int iNumShadowCascades = SMDesc.ArraySize;
m_CascadeTransforms.resize(iNumShadowCascades);
for(int iCascade = 0; iCascade < iNumShadowCascades; ++iCascade)
{
auto &CurrCascade = shadowMapAttribs.Cascades[iCascade];
float fCascadeNearZ = (iCascade == 0) ? fMainCamNearPlane : shadowMapAttribs.fCascadeCamSpaceZEnd[iCascade-1];
float &fCascadeFarZ = shadowMapAttribs.fCascadeCamSpaceZEnd[iCascade];
if (iCascade < iNumShadowCascades-1)
{
float ratio = fMainCamFarPlane / fMainCamNearPlane;
float power = (float)(iCascade+1) / (float)iNumShadowCascades;
float logZ = fMainCamNearPlane * pow(ratio, power);
float range = fMainCamFarPlane - fMainCamNearPlane;
float uniformZ = fMainCamNearPlane + range * power;
fCascadeFarZ = shadowMapAttribs.fCascadePartitioningFactor * (logZ - uniformZ) + uniformZ;
}
else
{
fCascadeFarZ = fMainCamFarPlane;
}
if(Info.AdjustCascadeRange)
{
Info.AdjustCascadeRange(iCascade, fCascadeNearZ, fCascadeFarZ);
}
VERIFY(fCascadeNearZ > 0.f, "Near plane distance can't be zero");
CurrCascade.f4StartEndZ.x = fCascadeNearZ;
CurrCascade.f4StartEndZ.y = fCascadeFarZ;
// Set reference minimums and maximums for each coordinate
float3 f3MinXYZ = float3(+FLT_MAX, +FLT_MAX, +FLT_MAX);
float3 f3MaxXYZ = float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
if (Info.StabilizeExtents)
{
// We need to make sure that cascade extents are independent of the camera position and orientation.
// For that, we compute the minimum bounding sphere of a cascade camera frustum.
float3 f3MinimalSphereCenter;
float fMinimalSphereRadius;
GetFrustumMinimumBoundingSphere(Info.pCameraProj->_11, Info.pCameraProj->_22, fCascadeNearZ, fCascadeFarZ, f3MinimalSphereCenter, fMinimalSphereRadius);
auto f3CenterLightSpace = f3MinimalSphereCenter * CameraWorld * WorldToLightViewSpaceMatr;
f3MinXYZ = f3CenterLightSpace - float3(fMinimalSphereRadius, fMinimalSphereRadius, fMinimalSphereRadius);
f3MaxXYZ = f3CenterLightSpace + float3(fMinimalSphereRadius, fMinimalSphereRadius, fMinimalSphereRadius);
}
else
{
float4x4 CascadeFrustumProjMatrix = *Info.pCameraProj;
CascadeFrustumProjMatrix.SetNearFarClipPlanes(fCascadeNearZ, fCascadeFarZ, IsGL);
float4x4 CascadeFrustumViewProjMatr = *Info.pCameraView * CascadeFrustumProjMatrix;
float4x4 CascadeFrustumProjSpaceToWorldSpace = CascadeFrustumViewProjMatr.Inverse();
float4x4 CascadeFrustumProjSpaceToLightSpace = CascadeFrustumProjSpaceToWorldSpace * WorldToLightViewSpaceMatr;
for(int i=0; i < 8; ++i)
{
float3 f3FrustumCornerProjSpace
{
(i & 0x01) ? +1.f : - 1.f,
(i & 0x02) ? +1.f : - 1.f,
(i & 0x04) ? +1.f : (IsGL ? -1.f : 0.f)
};
float3 f3CornerLightSpace = f3FrustumCornerProjSpace * CascadeFrustumProjSpaceToLightSpace;
f3MinXYZ = std::min(f3MinXYZ, f3CornerLightSpace);
f3MaxXYZ = std::max(f3MaxXYZ, f3CornerLightSpace);
}
}
float fCascadeXExt = f3MaxXYZ.x - f3MinXYZ.x;
float fCascadeYExt = f3MaxXYZ.y - f3MinXYZ.y;
if (Info.EqualizeExtents)
{
fCascadeXExt = fCascadeYExt;
}
float fCascadeXCenter = (f3MaxXYZ.x + f3MinXYZ.x)/2.f;
float fCascadeYCenter = (f3MaxXYZ.y + f3MinXYZ.y)/2.f;
float Extension = Info.MaxFilterRadius * 2.f + (Info.SnapCascades ? 1.f : 0.f);
// We need to extend extents such that whole extent N becomes (N-ext)
VERIFY_EXPR(f2CascadeSize.x > Extension && f2CascadeSize.y > Extension);
fCascadeXExt *= f2CascadeSize.x / (f2CascadeSize.x - Extension);
fCascadeYExt *= f2CascadeSize.y / (f2CascadeSize.y - Extension);
// Align cascade center with the shadow map texels to alleviate temporal aliasing
if (Info.SnapCascades)
{
float fTexelXSize = fCascadeXExt / f2CascadeSize.x;
float fTexelYSize = fCascadeYExt / f2CascadeSize.y;
fCascadeXCenter = std::floor(fCascadeXCenter/fTexelXSize) * fTexelXSize;
fCascadeYCenter = std::floor(fCascadeYCenter/fTexelYSize) * fTexelYSize;
}
// Compute new cascade min/max xy coords
f3MaxXYZ.x = fCascadeXCenter + fCascadeXExt/2.f;
f3MinXYZ.x = fCascadeXCenter - fCascadeXExt/2.f;
f3MaxXYZ.y = fCascadeYCenter + fCascadeYExt/2.f;
f3MinXYZ.y = fCascadeYCenter - fCascadeYExt/2.f;
CurrCascade.f4LightSpaceScale.x = 2.f / (f3MaxXYZ.x - f3MinXYZ.x);
CurrCascade.f4LightSpaceScale.y = 2.f / (f3MaxXYZ.y - f3MinXYZ.y);
CurrCascade.f4LightSpaceScale.z = (IsGL ? 2.f : 1.f) / (f3MaxXYZ.z - f3MinXYZ.z);
// Apply bias to shift the extent to [-1,1]x[-1,1]x[0,1] for DX or to [-1,1]x[-1,1]x[-1,1] for GL
// Find bias such that f3MinXYZ -> (-1,-1,0) for DX or (-1,-1,-1) for GL
CurrCascade.f4LightSpaceScaledBias.x = -f3MinXYZ.x * CurrCascade.f4LightSpaceScale.x - 1.f;
CurrCascade.f4LightSpaceScaledBias.y = -f3MinXYZ.y * CurrCascade.f4LightSpaceScale.y - 1.f;
CurrCascade.f4LightSpaceScaledBias.z = -f3MinXYZ.z * CurrCascade.f4LightSpaceScale.z + (IsGL ? -1.f : 0.f);
float4x4 ScaleMatrix = float4x4::Scale(CurrCascade.f4LightSpaceScale.x, CurrCascade.f4LightSpaceScale.y, CurrCascade.f4LightSpaceScale.z);
float4x4 ScaledBiasMatrix = float4x4::Translation( CurrCascade.f4LightSpaceScaledBias.x, CurrCascade.f4LightSpaceScaledBias.y, CurrCascade.f4LightSpaceScaledBias.z ) ;
// Note: bias is applied after scaling!
float4x4& CascadeProjMatr = m_CascadeTransforms[iCascade].Proj;
CascadeProjMatr = ScaleMatrix * ScaledBiasMatrix;
// Adjust the world to light space transformation matrix
float4x4& WorldToLightProjSpaceMatr = m_CascadeTransforms[iCascade].WorldToLightProjSpace;
WorldToLightProjSpaceMatr = WorldToLightViewSpaceMatr * CascadeProjMatr;
const auto& NDCAttribs = DevCaps.GetNDCAttribs();
float4x4 ProjToUVScale = float4x4::Scale( 0.5f, NDCAttribs.YtoVScale, NDCAttribs.ZtoDepthScale );
float4x4 ProjToUVBias = float4x4::Translation( 0.5f, 0.5f, NDCAttribs.GetZtoDepthBias());
float4x4 WorldToShadowMapUVDepthMatr = WorldToLightProjSpaceMatr * ProjToUVScale * ProjToUVBias;
shadowMapAttribs.mWorldToShadowMapUVDepthT[iCascade] = WorldToShadowMapUVDepthMatr.Transpose();
}
}
}
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