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#include "Headers/CascadedShadowMaps.h"

#include "Core/Headers/ParamHandler.h"

#include "Scenes/Headers/SceneState.h"

#include "Rendering/Camera/Headers/Camera.h"
#include "Rendering/Lighting/Headers/Light.h"

#include "Managers/Headers/ShaderManager.h"
#include "Managers/Headers/LightManager.h"
#include "Managers/Headers/SceneManager.h"
#include "Graphs/Headers/SceneGraphNode.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Hardware/Video/Headers/ImmediateModeEmulation.h"

#include "Geometry/Shapes/Headers/Predefined/Quad3D.h"

CascadedShadowMaps::CascadedShadowMaps(Light* light, Camera* shadowCamera, F32 numSplits) : ShadowMap(light, shadowCamera, SHADOW_TYPE_CSM),
                                                                      _gfxDevice(GFX_DEVICE)
{
    _dirLight = dynamic_cast<DirectionalLight*>(_light);
    _splitLogFactor = _dirLight->csmSplitLogFactor();
    _nearClipOffset = _dirLight->csmNearClipOffset();
    _numSplits = numSplits;
    _splitDepths.resize(_numSplits + 1);
    _frustumCornersWS.resize(8);
    _frustumCornersVS.resize(8);
    _frustumCornersLS.resize(8);
    _splitFrustumCornersVS.resize(8);
    _shadowFloatValues.resize(_numSplits);
    _horizBlur = 0;
    _vertBlur = 0;
    _renderPolicy = New Framebuffer::FramebufferTarget(Framebuffer::defaultPolicy());
    _renderPolicy->_clearBuffersOnBind = false; //<we clear the FB on each face draw call, not on Begin()

    ResourceDescriptor shadowPreviewShader("fbPreview.Layered.LinearDepth.ESM");
    shadowPreviewShader.setThreadedLoading(false);
    _previewDepthMapShader = CreateResource<ShaderProgram>(shadowPreviewShader);
    _previewDepthMapShader->UniformTexture("tex", 0);
    _previewDepthMapShader->Uniform("useScenePlanes", false);
    ResourceDescriptor blurDepthMapShader("blur.GaussBlur");
    blurDepthMapShader.setThreadedLoading(false);
    _blurDepthMapShader = CreateResource<ShaderProgram>(blurDepthMapShader);
    _blurDepthMapShader->UniformTexture("texScreen", 0);

    PRINT_FN(Locale::get("LIGHT_CREATE_SHADOW_FB"), light->getGUID(), "EVCSM");
    SamplerDescriptor depthMapSampler;
    depthMapSampler.setFilters(TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR);
    depthMapSampler.setWrapMode(TEXTURE_CLAMP_TO_EDGE);
    depthMapSampler.toggleMipMaps(true);
    depthMapSampler.setAnisotropy(8);
    TextureDescriptor depthMapDescriptor(TEXTURE_2D_ARRAY, RG32F, FLOAT_32);
    depthMapDescriptor.setLayerCount(_numSplits);
    depthMapDescriptor.setSampler(depthMapSampler);

    _depthMap = _gfxDevice.newFB(false);
    _depthMap->AddAttachment(depthMapDescriptor, TextureDescriptor::Color0);
    _depthMap->toggleDepthBuffer(true); //<create a floating point depth buffer
    _depthMap->setClearColor(DefaultColors::WHITE());

    SamplerDescriptor blurMapSampler;
    blurMapSampler.setFilters(TEXTURE_FILTER_LINEAR);
    blurMapSampler.setWrapMode(TEXTURE_CLAMP_TO_EDGE);
    blurMapSampler.toggleMipMaps(false);
    depthMapSampler.setAnisotropy(0);
    TextureDescriptor blurMapDescriptor(TEXTURE_2D_ARRAY, RG32F, FLOAT_32);
    blurMapDescriptor.setLayerCount(_numSplits);
    blurMapDescriptor.setSampler(blurMapSampler);
    
    _blurBuffer = _gfxDevice.newFB(false);
    _blurBuffer->AddAttachment(blurMapDescriptor, TextureDescriptor::Color0);
    _blurBuffer->toggleDepthBuffer(false);
    _blurBuffer->setClearColor(DefaultColors::WHITE());
}

CascadedShadowMaps::~CascadedShadowMaps()
{
    RemoveResource(_previewDepthMapShader);
    RemoveResource(_blurDepthMapShader);
    SAFE_DELETE(_blurBuffer);
    SAFE_DELETE(_renderPolicy);
}

void CascadedShadowMaps::init(ShadowMapInfo* const smi){
    _numSplits = smi->numLayers();
    resolution(smi->resolution(), _light->shadowMapResolutionFactor());
    _init = true;
}

void CascadedShadowMaps::resolution(U16 resolution, U8 resolutionFactor){
    U16 tempResolution = resolution * resolutionFactor;
    if(_resolution != tempResolution){
        _resolution = tempResolution;
        //Initialize the FB's with a variable resolution
        PRINT_FN(Locale::get("LIGHT_INIT_SHADOW_FB"), _light->getGUID());
        _depthMap->Create(_resolution, _resolution);
        vec2<U16> screenResolution = _gfxDevice.getRenderTarget(GFXDevice::RENDER_TARGET_SCREEN)->getResolution();
        _horizBlur = _blurDepthMapShader->GetSubroutineIndex(GEOMETRY_SHADER, "computeCoordsH");
        _vertBlur  = _blurDepthMapShader->GetSubroutineIndex(GEOMETRY_SHADER, "computeCoordsV");
        _blurBuffer->Create(_resolution, _resolution);
        updateResolution(screenResolution.width, screenResolution.height);
    }
    ShadowMap::resolution(resolution, resolutionFactor);
}

void CascadedShadowMaps::updateResolution(I32 newWidth, I32 newHeight){
    ShadowMap::updateResolution(newWidth, newHeight);
}

void CascadedShadowMaps::render(SceneRenderState& renderState, const DELEGATE_CBK& sceneRenderFunction){
    //Only if we have a valid callback;
    if (sceneRenderFunction.empty()) {
        ERROR_FN(Locale::get("ERROR_LIGHT_INVALID_SHADOW_CALLBACK"), _light->getGUID());
        return;
    }

    Camera& sceneCamera = renderState.getCamera();
    _splitLogFactor = _dirLight->csmSplitLogFactor();
    _nearClipOffset = _dirLight->csmNearClipOffset();
    const vec2<F32>& currentPlanes = renderState.getCameraConst().getZPlanes();
    if (_sceneZPlanes != currentPlanes){
        _sceneZPlanes = currentPlanes;
        CalculateSplitDepths(sceneCamera);
    }
    _lightPosition = _light->getPosition();

    _viewInvMatrixCache = sceneCamera.getWorldMatrix();
    sceneCamera.getFrustum().getCornersWorldSpace(_frustumCornersWS);
    sceneCamera.getFrustum().getCornersViewSpace(_frustumCornersVS);

    _depthMap->Begin(*_renderPolicy);
    renderState.getCameraMgr().pushActiveCamera(_shadowCamera, false);
    for (U8 i = 0; i < _numSplits; ++i){
        ApplyFrustumSplit(i);
        _depthMap->DrawToLayer(TextureDescriptor::Color0, i, true);
        _gfxDevice.getRenderer()->render(sceneRenderFunction, renderState);
        LightManager::getInstance().registerShadowPass();
    }
    _depthMap->End();
    renderState.getCameraMgr().popActiveCamera();
}

void CascadedShadowMaps::CalculateSplitDepths(const Camera& cam){
    const mat4<F32>& projMatrixCache = cam.getProjectionMatrix();

    F32 N = _numSplits;
    F32 nearPlane = _sceneZPlanes.x;
    F32 farPlane  = _sceneZPlanes.y;
    _splitDepths[0] = nearPlane;
    _splitDepths[_numSplits] = farPlane;
    for (I32 i = 1; i < (I32)_numSplits; ++i)
        _splitDepths[i] = _splitLogFactor * nearPlane * (F32)pow(farPlane / nearPlane, i / N) + (1.0f - _splitLogFactor) * ((nearPlane + (i / N)) * (farPlane - nearPlane));
    for (U8 i = 0; i < _numSplits; ++i)
        _light->setShadowFloatValue(i, 0.5f*(-_splitDepths[i + 1] * projMatrixCache.mat[10] + projMatrixCache.mat[14]) / _splitDepths[i + 1] + 0.5f);
}

void CascadedShadowMaps::ApplyFrustumSplit(U8 pass){
    F32 minZ = _splitDepths[pass];
    F32 maxZ = _splitDepths[pass + 1];

    for (U8 i = 0; i < 4; i++)
        _splitFrustumCornersVS[i] = _frustumCornersVS[i + 4] * (minZ / _sceneZPlanes.y);

    for (U8 i = 4; i < 8; i++)
        _splitFrustumCornersVS[i] = _frustumCornersVS[i] * (maxZ / _sceneZPlanes.y);

    for (U8 i = 0; i < 8; i++)
        _frustumCornersWS[i].set(_viewInvMatrixCache.transform(_splitFrustumCornersVS[i]));

    vec3<F32> frustumCentroid(0.0f);
    for (U8 i = 0; i < 8; ++i)
        frustumCentroid += _frustumCornersWS[i];
    // Find the centroid
    frustumCentroid /= 8;

    // Position the shadow-caster camera so that it's looking at the centroid, and backed up in the direction of the sunlight
    F32 distFromCentroid = std::max((maxZ - minZ), _splitFrustumCornersVS[4].distance(_splitFrustumCornersVS[5]));// + _nearClipOffset;
    vec3<F32> currentEye = frustumCentroid - (_lightPosition * distFromCentroid);
    const mat4<F32>& viewMatrix = _shadowCamera->lookAt(currentEye, frustumCentroid);
    // Determine the position of the frustum corners in light space
    for (U8 i = 0; i < 8; i++){
        _frustumCornersLS[i].set(viewMatrix.transform(_frustumCornersWS[i]));
    }
    // Create an orthographic camera for use as a shadow caster
    vec2<F32> clipPlanes;
    vec4<F32> clipRect;
    if (_dirLight->csmStabilize()){
        BoundingSphere frustumSphere(_frustumCornersLS);
        clipPlanes.set(0.0f, frustumSphere.getDiameter());
        clipPlanes += _nearClipOffset;
        clipRect.set(UNIT_RECT * frustumSphere.getRadius());
    }else{
        // Calculate an orthographic projection by sizing a bounding box to the frustum coordinates in light space
        BoundingBox frustumBox(_frustumCornersLS);
        vec3<F32> maxes = frustumBox.getMax();
        vec3<F32> mins  = frustumBox.getMin();
         // Create an orthographic camera for use as a shadow caster
        clipPlanes.set(-maxes.z - _nearClipOffset, -mins.z);
        clipRect.set(mins.x, maxes.x, mins.y, maxes.y);
    }

    _shadowCamera->setProjection(clipRect, clipPlanes, true);

    mat4<F32> lightViewProj = viewMatrix * _shadowCamera->getProjectionMatrix();

    // http://www.gamedev.net/topic/591684-xna-40---shimmering-shadow-maps/
    F32 halfShadowMapSize = (_resolution) * 0.5f;
    vec3<F32> testPoint = lightViewProj.transform(VECTOR3_ZERO) * halfShadowMapSize;
    vec3<F32> testPointRounded(testPoint); testPointRounded.round();
    vec3<F32> rounding = (testPointRounded - testPoint) / halfShadowMapSize;

    _light->setShadowVPMatrix(pass, mat4<F32>(rounding.x, rounding.y, 0.0f) * lightViewProj * _bias);
    _light->setShadowLightPos(pass, currentEye);
    _shadowCamera->renderLookAt();
}

void CascadedShadowMaps::postRender(){
    if (_gfxDevice.shadowDetailLevel() == DETAIL_LOW)
        return;

    _gfxDevice.toggle2D(true);

    _blurDepthMapShader->bind();

    //Blur horizontally
    _blurDepthMapShader->SetSubroutine(GEOMETRY_SHADER, _horizBlur);
    _blurDepthMapShader->Uniform("blurSize", 1.0f / (_depthMap->getWidth() * 1.0f));
    _blurBuffer->Begin(*_renderPolicy);
    _depthMap->Bind();
    for (U8 i = 0; i < _numSplits - 1; ++i) {
        _blurDepthMapShader->Uniform("layer", (I32)i);
        _blurBuffer->DrawToLayer(TextureDescriptor::Color0, i, false);
        _gfxDevice.drawPoints(1, _gfxDevice.getDefaultStateBlock(true));
    }
    _blurBuffer->End();
    //Blur vertically
    _blurDepthMapShader->SetSubroutine(GEOMETRY_SHADER, _vertBlur);
    _depthMap->Begin(*_renderPolicy);
    _blurBuffer->Bind();
    _blurDepthMapShader->Uniform("blurSize", 1.0f / (_depthMap->getHeight() * 1.0f));
    for (U8 i = 0; i < _numSplits - 1; ++i) {
        _blurDepthMapShader->Uniform("layer", (I32)i);
        _depthMap->DrawToLayer(TextureDescriptor::Color0, i, false);
        _gfxDevice.drawPoints(1, _gfxDevice.getDefaultStateBlock(true));
    }
    _depthMap->End();

    _gfxDevice.toggle2D(false);

}

bool CascadedShadowMaps::BindInternal(U8 offset) {
    _depthMap->Bind(offset, TextureDescriptor::Color0);
    return true;
}

void CascadedShadowMaps::togglePreviewShadowMaps(bool state){
    ParamHandler::getInstance().setParam("rendering.debug.showSplits", state);
}

void CascadedShadowMaps::previewShadowMaps(){
    _previewDepthMapShader->bind();
    _depthMap->Bind();
    for (U8 i = 0; i < _numSplits; ++i){
        _previewDepthMapShader->Uniform("layer", i);
        _previewDepthMapShader->Uniform("zPlanes", vec2<F32>(_splitDepths[i], _splitDepths[i + 1]));
        _gfxDevice.renderInViewport(vec4<I32>(130 * i, 0, 128, 128), DELEGATE_BIND(&GFXDevice::drawPoints, DELEGATE_REF(_gfxDevice), 1, _gfxDevice.getDefaultStateBlock(true)));
    }
}

Commits for Divide-Framework/trunk/Source Code/Rendering/Lighting/ShadowMapping/CascadedShadowMaps.cpp

Diff revisions: vs.
Revision Author Commited Message
286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

272 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 11:30:51 +0000

[Ionut] [[BR]]
- Added initial code for Forward+ rendering (grid based light culling) [[BR]]
- Simplified Light class [[BR]]
- Moved more light uniform data to ShaderBuffers [[BR]]
- Double buffered grass rendering [[BR]]
- Added a better attribute interface to GenericVertexData [[BR]]
- Fixed screenshot capture [[BR]]
- Fixed texture double-bind checks [[BR]]

269 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 12:56:45 +0000

[Ionut] [[BR]]
- All texture objects now properly allocate storage using glTextureStorage*D(w-w/o Multisampled) [[BR]]
- Removed useless “format” element from TextureDescriptor. Format is deduced from the internal format specified (RGBA8 uses RGBA. RG32F uses RG) [[BR]]
- Use GLM only with radians [[BR]]

268 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 10:20:27 +0000

[IonutCava] [[BR]]
- Terrain and vegetation updates: [[BR]]
— Use standard phong lighting model [[BR]]
— Separate grass patches per chunk [[BR]]
— Reduce number of required texture bind points for terrain by adding both textures and normal maps in a single texture array [[BR]]
— Draw terrain with 2 drawcalls (using glMultiDrawElements twice, once for LoD == 0 and once for LoD > 0) [[BR]]
[[BR]]
- Buffer management updates: [[BR]]
— Unified buffer binding system [[BR]]
— Made Uniform buffer objects visible to all classes and moved lightUBO to LightManager, matricesUBO to GFXDevice etc [[BR]]
— Added initial support for Shader Buffer Objects [[BR]]
— Moved viewport management to GFXDevice class [[BR]]
[[BR]]
- Rendering improvements: [[BR]]
— Added Hi-Z occlusion culling to instanceCull shader (using Hi-Z depth buffer constructed in GFXDevice class) [[BR]]
— Resolved issues with shadow maps overriding texture bind locations [[[BR]]
— Improved shader and shader program loading [[BR]]
— Improved material transparency support [[BR]]
— Added buffer lock manager class from “Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)” speech at GDC14 [[BR]]

267 Diff Diff k1ngp1n picture k1ngp1n Wed 28 May, 2014 11:08:12 +0000

[Ionut] [[BR]]
- Improved texture handling: [[BR]]
— No more texture unbind (except when clearing the frame state) [[BR]]
— Moved texture bind checking to the GL_API class [[BR]]
- Fixed a crash related to vegetation loading due to compiler optimizations [[BR]]
- removed all “releaseMaterial” functions as they are no longer needed [[BR]]

265 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 19:47:56 +0000

[Ionut] [[BR]]
- reworked uniform buffer binding [[BR]]
- modified framebuffer mipmap update [[BR]]

264 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]

263 Diff Diff k1ngp1n picture k1ngp1n Fri 09 May, 2014 16:43:53 +0000

[Ionut] [[BR]]
- Fullscreen quads are now rendered via Geometry Shaders [[BR]]
- Implemented shader subroutines [[BR]]
- Improved CVSM’s quality [[BR]]
- Separated shadow only light properties from general light properties in separate UBOs to improve update performance [[BR]]
- Removed shader mask and instead try to load all available shaders from a given file [[BR]]
- Added a method (hackish) of changing projection properties at runtime (e.g. z planes) [[BR]]
- Fixed a comparison bug in RenderStateBlock class (forgot to clean it at last commit) [[BR]]
- Fixed clipping plane upload to shader programs [[BR]]

260 Diff Diff k1ngp1n picture k1ngp1n Sat 03 May, 2014 19:33:41 +0000

[Ionut] [[BR]]
- More work on CSM. Reverted back to VSM to allow easier blurring and filtering [[BR]]
- Rewrote FrameBuffer classes to fix MSAA and memory leaks that occurred on resize (double creation of textures) [[BR]]
— Removed FBType. FrameBuffer types depend only on attachment types and if it’s MSAA enabled or not [[BR]]
- Rewrote RenderState classes to be API agnostic [[BR]]
- Bug fixes in math classes [[BR]]
- Changed “resolution change” logic [[BR]]
- Simplified some options in config.xml [[BR]]
- Improved per-light shadow options [[BR]]

259 k1ngp1n picture k1ngp1n Sun 27 Apr, 2014 18:24:52 +0000

[Ionut][[BR]]
- Implemented Exponential Stable Cascaded Shadow Maps for directional lights (still buggy, but basically working) [[BR]]
— CSM settings (resolution, number of splits, etc) are part of the scene render state [[BR]]
- SGN can skip rendering for the current frame if they are not ready (e.g. OnDraw can now return false or materials can fail to bind) [[BR]]
- Frustum class is now using the Plane class [[BR]]
- Removed Math SIMD implementation as the compiler generated code will always be faster and safer [[BR]]
- Added a “STUBBED” macro for outputing to the error stream of important messages (instead of using #pragma message) [[BR]]
- Added “freeze time” logic to pause/resume updates with or without freezing the GUI too [[BR]]
- Added “processGUI” method the every Scene class to separate time-sensitive GUI updates from game logic loop [[BR]]
- GLSL <-> Vertex Buffer bind locations are automatically set for every vertex shader [[BR]]
- Added basic support for compute shaders [[BR]]
- Removed most OS define checks to make porting to a new platform easier [[BR]]
- Texture transparency check per-pixel is now using OpenMP [[BR]]
- Texture samplers can now set a border color for CLAMP_TO_BORDER wrap mode [[BR]]
- Removed “Object” suffix from GFX Classes (pixel buffer, vertex buffer, frame buffer, etc) [[BR]]
- Stop processing scene input when application looses focus [[BR]]
- SceneGraphNode class is now responsible for updating SGNComponents on draw and calling its _node’s OnDraw method [[BR]]
- UBOs can now list all of the active uniforms inside a block with info such as type and offset [[BR]]
- Removed deprecated ‘GLCheck’ macro [[BR]]
- A lot of bug fixes and performance improvements in various places [[BR]]