/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "ShadowMap.h"
#include "graphics/Camera.h"
#include "graphics/LightEnv.h"
#include "graphics/ShaderManager.h"
#include "lib/bits.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/Brush.h"
#include "maths/Frustum.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStrInternStatic.h"
#include "ps/Profile.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/ITexture.h"
#include "renderer/DebugRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderingOptions.h"
#include "renderer/SceneRenderer.h"
#include
namespace
{
constexpr int MAX_CASCADE_COUNT = 4;
constexpr float DEFAULT_SHADOWS_CUTOFF_DISTANCE = 300.0f;
constexpr float DEFAULT_CASCADE_DISTANCE_RATIO = 1.7f;
} // anonymous namespace
/**
* Struct ShadowMapInternals: Internal data for the ShadowMap implementation
*/
struct ShadowMapInternals
{
Renderer::Backend::IDevice* Device = nullptr;
std::unique_ptr Framebuffer;
std::unique_ptr Texture;
// bit depth for the depth texture
int DepthTextureBits;
// width, height of shadow map
int Width, Height;
// Shadow map quality (-1 - Low, 0 - Medium, 1 - High, 2 - Very High)
int QualityLevel;
// used width, height of shadow map
int EffectiveWidth, EffectiveHeight;
// Transform world space into light space; calculated on SetupFrame
CMatrix3D LightTransform;
// transform light space into world space
CMatrix3D InvLightTransform;
CBoundingBoxAligned ShadowReceiverBound;
int CascadeCount;
float CascadeDistanceRatio;
float ShadowsCutoffDistance;
bool ShadowsCoverMap;
struct Cascade
{
// transform light space into projected light space
// in projected light space, the shadowbound box occupies the [-1..1] cube
// calculated on BeginRender, after the final shadow bounds are known
CMatrix3D LightProjection;
float Distance;
CBoundingBoxAligned FrustumBBAA;
CBoundingBoxAligned ConvexBounds;
CBoundingBoxAligned ShadowRenderBound;
// Bounding box of shadowed objects in the light space.
CBoundingBoxAligned ShadowCasterBound;
// Transform world space into texture space of the shadow map;
// calculated on BeginRender, after the final shadow bounds are known
CMatrix3D TextureMatrix;
// View port of the shadow texture where the cascade should be rendered.
SViewPort ViewPort;
};
std::array Cascades;
// Camera transformed into light space
CCamera LightspaceCamera;
// Some drivers (at least some Intel Mesa ones) appear to handle alpha testing
// incorrectly when the FBO has only a depth attachment.
// When m_ShadowAlphaFix is true, we use DummyTexture to store a useless
// alpha texture which is attached to the FBO as a workaround.
std::unique_ptr DummyTexture;
// Copy of renderer's standard view camera, saved between
// BeginRender and EndRender while we replace it with the shadow camera
CCamera SavedViewCamera;
void CalculateShadowMatrices(const int cascade);
void CreateTexture();
void UpdateCascadesParameters();
};
void ShadowMapInternals::UpdateCascadesParameters()
{
CascadeCount = 1;
CFG_GET_VAL("shadowscascadecount", CascadeCount);
if (CascadeCount < 1 || CascadeCount > MAX_CASCADE_COUNT || Device->GetBackend() == Renderer::Backend::Backend::GL_ARB)
CascadeCount = 1;
ShadowsCoverMap = false;
CFG_GET_VAL("shadowscovermap", ShadowsCoverMap);
}
void CalculateBoundsForCascade(
const CCamera& camera, const CMatrix3D& lightTransform,
const float nearPlane, const float farPlane, CBoundingBoxAligned* bbaa,
CBoundingBoxAligned* frustumBBAA)
{
frustumBBAA->SetEmpty();
// We need to calculate a circumscribed sphere for the camera to
// create a rotation stable bounding box.
const CVector3D cameraIn = camera.m_Orientation.GetIn();
const CVector3D cameraTranslation = camera.m_Orientation.GetTranslation();
const CVector3D centerNear = cameraTranslation + cameraIn * nearPlane;
const CVector3D centerDist = cameraTranslation + cameraIn * farPlane;
// We can solve 3D problem in 2D space, because the frustum is
// symmetric by 2 planes. Than means we can use only one corner
// to find a circumscribed sphere.
CCamera::Quad corners;
camera.GetViewQuad(nearPlane, corners);
for (CVector3D& corner : corners)
corner = camera.GetOrientation().Transform(corner);
const CVector3D cornerNear = corners[0];
for (const CVector3D& corner : corners)
*frustumBBAA += lightTransform.Transform(corner);
camera.GetViewQuad(farPlane, corners);
for (CVector3D& corner : corners)
corner = camera.GetOrientation().Transform(corner);
const CVector3D cornerDist = corners[0];
for (const CVector3D& corner : corners)
*frustumBBAA += lightTransform.Transform(corner);
// We solve 2D case for the right trapezoid.
const float firstBase = (cornerNear - centerNear).Length();
const float secondBase = (cornerDist - centerDist).Length();
const float height = (centerDist - centerNear).Length();
const float distanceToCenter =
(height * height + secondBase * secondBase - firstBase * firstBase) * 0.5f / height;
CVector3D position = cameraTranslation + cameraIn * (nearPlane + distanceToCenter);
const float radius = (cornerNear - position).Length();
// We need to convert the bounding box to the light space.
position = lightTransform.Rotate(position);
const float insets = 0.2f;
*bbaa = CBoundingBoxAligned(position, position);
bbaa->Expand(radius);
bbaa->Expand(insets);
}
ShadowMap::ShadowMap(Renderer::Backend::IDevice* device)
{
m = new ShadowMapInternals;
m->Device = device;
m->Framebuffer = 0;
m->Width = 0;
m->Height = 0;
m->QualityLevel = 0;
m->EffectiveWidth = 0;
m->EffectiveHeight = 0;
m->DepthTextureBits = 0;
// DepthTextureBits: 24/32 are very much faster than 16, on GeForce 4 and FX;
// but they're very much slower on Radeon 9800.
// In both cases, the default (no specified depth) is fast, so we just use
// that by default and hope it's alright. (Otherwise, we'd probably need to
// do some kind of hardware detection to work out what to use.)
// Avoid using uninitialised values in AddShadowedBound if SetupFrame wasn't called first
m->LightTransform.SetIdentity();
m->UpdateCascadesParameters();
}
ShadowMap::~ShadowMap()
{
m->Framebuffer.reset();
m->Texture.reset();
m->DummyTexture.reset();
delete m;
}
// Force the texture/buffer/etc to be recreated, particularly when the renderer's
// size has changed
void ShadowMap::RecreateTexture()
{
m->Framebuffer.reset();
m->Texture.reset();
m->DummyTexture.reset();
m->UpdateCascadesParameters();
// (Texture will be constructed in next SetupFrame)
}
// SetupFrame: camera and light direction for this frame
void ShadowMap::SetupFrame(const CCamera& camera, const CVector3D& lightdir)
{
if (!m->Texture)
m->CreateTexture();
CVector3D x(0, 1, 0), eyepos;
CVector3D z = lightdir;
z.Normalize();
x -= z * z.Dot(x);
if (x.Length() < 0.001)
{
// this is invoked if the camera and light directions almost coincide
// assumption: light direction has a significant Z component
x = CVector3D(1.0, 0.0, 0.0);
x -= z * z.Dot(x);
}
x.Normalize();
CVector3D y = z.Cross(x);
// X axis perpendicular to light direction, flowing along with view direction
m->LightTransform._11 = x.X;
m->LightTransform._12 = x.Y;
m->LightTransform._13 = x.Z;
// Y axis perpendicular to light and view direction
m->LightTransform._21 = y.X;
m->LightTransform._22 = y.Y;
m->LightTransform._23 = y.Z;
// Z axis is in direction of light
m->LightTransform._31 = z.X;
m->LightTransform._32 = z.Y;
m->LightTransform._33 = z.Z;
// eye is at the origin of the coordinate system
m->LightTransform._14 = -x.Dot(eyepos);
m->LightTransform._24 = -y.Dot(eyepos);
m->LightTransform._34 = -z.Dot(eyepos);
m->LightTransform._41 = 0.0;
m->LightTransform._42 = 0.0;
m->LightTransform._43 = 0.0;
m->LightTransform._44 = 1.0;
m->LightTransform.GetInverse(m->InvLightTransform);
m->ShadowReceiverBound.SetEmpty();
m->LightspaceCamera = camera;
m->LightspaceCamera.m_Orientation = m->LightTransform * camera.m_Orientation;
m->LightspaceCamera.UpdateFrustum();
m->ShadowsCutoffDistance = DEFAULT_SHADOWS_CUTOFF_DISTANCE;
m->CascadeDistanceRatio = DEFAULT_CASCADE_DISTANCE_RATIO;
CFG_GET_VAL("shadowscutoffdistance", m->ShadowsCutoffDistance);
CFG_GET_VAL("shadowscascadedistanceratio", m->CascadeDistanceRatio);
m->CascadeDistanceRatio = Clamp(m->CascadeDistanceRatio, 1.1f, 16.0f);
m->Cascades[GetCascadeCount() - 1].Distance = m->ShadowsCutoffDistance;
for (int cascade = GetCascadeCount() - 2; cascade >= 0; --cascade)
m->Cascades[cascade].Distance = m->Cascades[cascade + 1].Distance / m->CascadeDistanceRatio;
if (GetCascadeCount() == 1 || m->ShadowsCoverMap)
{
m->Cascades[0].ViewPort =
SViewPort{1, 1, m->EffectiveWidth - 2, m->EffectiveHeight - 2};
if (m->ShadowsCoverMap)
m->Cascades[0].Distance = camera.GetFarPlane();
}
else
{
for (int cascade = 0; cascade < GetCascadeCount(); ++cascade)
{
const int offsetX = (cascade & 0x1) ? m->EffectiveWidth / 2 : 0;
const int offsetY = (cascade & 0x2) ? m->EffectiveHeight / 2 : 0;
m->Cascades[cascade].ViewPort =
SViewPort{offsetX + 1, offsetY + 1,
m->EffectiveWidth / 2 - 2, m->EffectiveHeight / 2 - 2};
}
}
for (int cascadeIdx = 0; cascadeIdx < GetCascadeCount(); ++cascadeIdx)
{
ShadowMapInternals::Cascade& cascade = m->Cascades[cascadeIdx];
const float nearPlane = cascadeIdx > 0 ?
m->Cascades[cascadeIdx - 1].Distance : camera.GetNearPlane();
const float farPlane = cascade.Distance;
CalculateBoundsForCascade(camera, m->LightTransform,
nearPlane, farPlane, &cascade.ConvexBounds, &cascade.FrustumBBAA);
cascade.ShadowCasterBound.SetEmpty();
}
}
// AddShadowedBound: add a world-space bounding box to the bounds of shadowed
// objects
void ShadowMap::AddShadowCasterBound(const int cascade, const CBoundingBoxAligned& bounds)
{
CBoundingBoxAligned lightspacebounds;
bounds.Transform(m->LightTransform, lightspacebounds);
m->Cascades[cascade].ShadowCasterBound += lightspacebounds;
}
void ShadowMap::AddShadowReceiverBound(const CBoundingBoxAligned& bounds)
{
CBoundingBoxAligned lightspacebounds;
bounds.Transform(m->LightTransform, lightspacebounds);
m->ShadowReceiverBound += lightspacebounds;
}
CFrustum ShadowMap::GetShadowCasterCullFrustum(const int cascade)
{
// Get the bounds of all objects that can receive shadows
CBoundingBoxAligned bound = m->ShadowReceiverBound;
// Intersect with the camera frustum, so the shadow map doesn't have to get
// stretched to cover the off-screen parts of large models
bound.IntersectFrustumConservative(m->Cascades[cascade].FrustumBBAA.ToFrustum());
// ShadowBound might have been empty to begin with, producing an empty result
if (bound.IsEmpty())
{
// CFrustum can't easily represent nothingness, so approximate it with
// a single point which won't match many objects
bound += CVector3D(0.0f, 0.0f, 0.0f);
return bound.ToFrustum();
}
// Extend the bounds a long way towards the light source, to encompass
// all objects that might cast visible shadows.
// (The exact constant was picked entirely arbitrarily.)
bound[0].Z -= 1000.f;
CFrustum frustum = bound.ToFrustum();
frustum.Transform(m->InvLightTransform);
return frustum;
}
// CalculateShadowMatrices: calculate required matrices for shadow map generation - the light's
// projection and transformation matrices
void ShadowMapInternals::CalculateShadowMatrices(const int cascade)
{
CBoundingBoxAligned& shadowRenderBound = Cascades[cascade].ShadowRenderBound;
shadowRenderBound = Cascades[cascade].ConvexBounds;
if (ShadowsCoverMap)
{
// Start building the shadow map to cover all objects that will receive shadows
CBoundingBoxAligned receiverBound = ShadowReceiverBound;
// Intersect with the camera frustum, so the shadow map doesn't have to get
// stretched to cover the off-screen parts of large models
receiverBound.IntersectFrustumConservative(LightspaceCamera.GetFrustum());
// Intersect with the shadow caster bounds, because there's no point
// wasting space around the edges of the shadow map that we're not going
// to draw into
shadowRenderBound[0].X = std::max(receiverBound[0].X, Cascades[cascade].ShadowCasterBound[0].X);
shadowRenderBound[0].Y = std::max(receiverBound[0].Y, Cascades[cascade].ShadowCasterBound[0].Y);
shadowRenderBound[1].X = std::min(receiverBound[1].X, Cascades[cascade].ShadowCasterBound[1].X);
shadowRenderBound[1].Y = std::min(receiverBound[1].Y, Cascades[cascade].ShadowCasterBound[1].Y);
}
else if (CascadeCount > 1)
{
// We need to offset the cascade to its place on the texture.
const CVector3D size = (shadowRenderBound[1] - shadowRenderBound[0]) * 0.5f;
if (!(cascade & 0x1))
shadowRenderBound[1].X += size.X * 2.0f;
else
shadowRenderBound[0].X -= size.X * 2.0f;
if (!(cascade & 0x2))
shadowRenderBound[1].Y += size.Y * 2.0f;
else
shadowRenderBound[0].Y -= size.Y * 2.0f;
}
// Set the near and far planes to include just the shadow casters,
// so we make full use of the depth texture's range. Add a bit of a
// delta so we don't accidentally clip objects that are directly on
// the planes.
shadowRenderBound[0].Z = Cascades[cascade].ShadowCasterBound[0].Z - 2.f;
shadowRenderBound[1].Z = Cascades[cascade].ShadowCasterBound[1].Z + 2.f;
// Setup orthogonal projection (lightspace -> clip space) for shadowmap rendering
CVector3D scale = shadowRenderBound[1] - shadowRenderBound[0];
CVector3D shift = (shadowRenderBound[1] + shadowRenderBound[0]) * -0.5;
if (scale.X < 1.0)
scale.X = 1.0;
if (scale.Y < 1.0)
scale.Y = 1.0;
if (scale.Z < 1.0)
scale.Z = 1.0;
scale.X = 2.0 / scale.X;
scale.Y = 2.0 / scale.Y;
scale.Z = 2.0 / scale.Z;
// make sure a given world position falls on a consistent shadowmap texel fractional offset
float offsetX = fmod(shadowRenderBound[0].X - LightTransform._14, 2.0f/(scale.X*EffectiveWidth));
float offsetY = fmod(shadowRenderBound[0].Y - LightTransform._24, 2.0f/(scale.Y*EffectiveHeight));
CMatrix3D& lightProjection = Cascades[cascade].LightProjection;
lightProjection.SetZero();
lightProjection._11 = scale.X;
lightProjection._14 = (shift.X + offsetX) * scale.X;
lightProjection._22 = scale.Y;
lightProjection._24 = (shift.Y + offsetY) * scale.Y;
lightProjection._33 = scale.Z;
lightProjection._34 = shift.Z * scale.Z;
lightProjection._44 = 1.0;
// Calculate texture matrix by creating the clip space to texture coordinate matrix
// and then concatenating all matrices that have been calculated so far
float texscalex = scale.X * 0.5f * (float)EffectiveWidth / (float)Width;
float texscaley = scale.Y * 0.5f * (float)EffectiveHeight / (float)Height;
float texscalez = scale.Z * 0.5f;
CMatrix3D lightToTex;
lightToTex.SetZero();
lightToTex._11 = texscalex;
lightToTex._14 = (offsetX - shadowRenderBound[0].X) * texscalex;
lightToTex._22 = texscaley;
lightToTex._24 = (offsetY - shadowRenderBound[0].Y) * texscaley;
lightToTex._33 = texscalez;
lightToTex._34 = -shadowRenderBound[0].Z * texscalez;
lightToTex._44 = 1.0;
if (Device->GetBackend() == Renderer::Backend::Backend::VULKAN)
{
CMatrix3D flip;
flip.SetIdentity();
flip._22 = -1.0f;
flip._24 = 1.0;
lightToTex = flip * lightToTex;
}
Cascades[cascade].TextureMatrix = lightToTex * LightTransform;
}
// Create the shadow map
void ShadowMapInternals::CreateTexture()
{
// Cleanup
Framebuffer.reset();
Texture.reset();
DummyTexture.reset();
CFG_GET_VAL("shadowquality", QualityLevel);
// Get shadow map size as next power of two up from view width/height.
int shadowMapSize;
switch (QualityLevel)
{
// Low
case -1:
shadowMapSize = 512;
break;
// High
case 1:
shadowMapSize = 2048;
break;
// Ultra
case 2:
shadowMapSize = std::max(round_up_to_pow2(std::max(g_Renderer.GetWidth(), g_Renderer.GetHeight())), 4096);
break;
// Medium as is
default:
shadowMapSize = 1024;
break;
}
// Clamp to the maximum texture size.
shadowMapSize = std::min(
shadowMapSize, static_cast(Device->GetCapabilities().maxTextureSize));
Width = Height = shadowMapSize;
// Since we're using a framebuffer object, the whole texture is available
EffectiveWidth = Width;
EffectiveHeight = Height;
const char* formatName;
Renderer::Backend::Format backendFormat = Renderer::Backend::Format::UNDEFINED;
#if CONFIG2_GLES
formatName = "Format::D24_UNORM";
backendFormat = Renderer::Backend::Format::D24_UNORM;
#else
switch (DepthTextureBits)
{
case 16: formatName = "Format::D16_UNORM"; backendFormat = Renderer::Backend::Format::D16_UNORM; break;
case 24: formatName = "Format::D24_UNORM"; backendFormat = Renderer::Backend::Format::D24_UNORM; break;
case 32: formatName = "Format::D32_SFLOAT"; backendFormat = Renderer::Backend::Format::D32_SFLOAT; break;
default:
formatName = "Default";
backendFormat = Device->GetPreferredDepthStencilFormat(
Renderer::Backend::ITexture::Usage::SAMPLED |
Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT,
true, false);
break;
}
#endif
ENSURE(formatName);
LOGMESSAGE("Creating shadow texture (size %dx%d) (format = %s)",
Width, Height, formatName);
if (g_RenderingOptions.GetShadowAlphaFix())
{
DummyTexture = Device->CreateTexture2D("ShadowMapDummy",
Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT,
Renderer::Backend::Format::R8G8B8A8_UNORM, Width, Height,
Renderer::Backend::Sampler::MakeDefaultSampler(
Renderer::Backend::Sampler::Filter::NEAREST,
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE));
}
Renderer::Backend::Sampler::Desc samplerDesc =
Renderer::Backend::Sampler::MakeDefaultSampler(
#if CONFIG2_GLES
// GLES doesn't do depth comparisons, so treat it as a
// basic unfiltered depth texture
Renderer::Backend::Sampler::Filter::NEAREST,
#else
// Use LINEAR to trigger automatic PCF on some devices.
Renderer::Backend::Sampler::Filter::LINEAR,
#endif
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
// Enable automatic depth comparisons
samplerDesc.compareEnabled = true;
samplerDesc.compareOp = Renderer::Backend::CompareOp::LESS_OR_EQUAL;
Texture = Device->CreateTexture2D("ShadowMapDepth",
Renderer::Backend::ITexture::Usage::SAMPLED |
Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT,
backendFormat, Width, Height, samplerDesc);
const bool useDummyTexture = g_RenderingOptions.GetShadowAlphaFix();
// In case we used ShadowAlphaFix, we ought to clear the unused
// color buffer too, else Mali 400 drivers get confused.
// Might as well clear stencil too for completeness.
Renderer::Backend::SColorAttachment colorAttachment{};
colorAttachment.texture = DummyTexture.get();
colorAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::CLEAR;
colorAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::DONT_CARE;
colorAttachment.clearColor = CColor{0.0f, 0.0f, 0.0f, 0.0f};
Renderer::Backend::SDepthStencilAttachment depthStencilAttachment{};
depthStencilAttachment.texture = Texture.get();
depthStencilAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::CLEAR;
depthStencilAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE;
Framebuffer = Device->CreateFramebuffer("ShadowMapFramebuffer",
useDummyTexture ? &colorAttachment : nullptr, &depthStencilAttachment);
if (!Framebuffer)
{
LOGERROR("Failed to create shadows framebuffer");
// Disable shadow rendering (but let the user try again if they want).
g_RenderingOptions.SetShadows(false);
}
}
void ShadowMap::BeginRender(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
ENSURE(m->Framebuffer);
deviceCommandContext->BeginFramebufferPass(m->Framebuffer.get());
m->SavedViewCamera = g_Renderer.GetSceneRenderer().GetViewCamera();
}
void ShadowMap::PrepareCamera(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const int cascade)
{
m->CalculateShadowMatrices(cascade);
Renderer::Backend::IDeviceCommandContext::Rect viewportRect{};
viewportRect.width = m->EffectiveWidth;
viewportRect.height = m->EffectiveHeight;
deviceCommandContext->SetViewports(1, &viewportRect);
CCamera camera = m->SavedViewCamera;
camera.SetProjection(m->Cascades[cascade].LightProjection);
camera.GetOrientation() = m->InvLightTransform;
camera.UpdateFrustum();
g_Renderer.GetSceneRenderer().SetViewCamera(camera);
const SViewPort& cascadeViewPort = m->Cascades[cascade].ViewPort;
Renderer::Backend::IDeviceCommandContext::Rect scissorRect;
scissorRect.x = cascadeViewPort.m_X;
scissorRect.y = cascadeViewPort.m_Y;
scissorRect.width = cascadeViewPort.m_Width;
scissorRect.height = cascadeViewPort.m_Height;
deviceCommandContext->SetScissors(1, &scissorRect);
}
void ShadowMap::EndRender(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
deviceCommandContext->SetScissors(0, nullptr);
deviceCommandContext->EndFramebufferPass();
g_Renderer.GetSceneRenderer().SetViewCamera(m->SavedViewCamera);
}
void ShadowMap::BindTo(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader) const
{
const int32_t shadowTexBindingSlot = shader->GetBindingSlot(str_shadowTex);
if (shadowTexBindingSlot < 0 || !m->Texture)
return;
deviceCommandContext->SetTexture(shadowTexBindingSlot, m->Texture.get());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_shadowScale), m->Width, m->Height, 1.0f / m->Width, 1.0f / m->Height);
const CVector3D cameraForward = g_Renderer.GetSceneRenderer().GetCullCamera().GetOrientation().GetIn();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_cameraForward), cameraForward.X, cameraForward.Y, cameraForward.Z,
cameraForward.Dot(g_Renderer.GetSceneRenderer().GetCullCamera().GetOrientation().GetTranslation()));
if (GetCascadeCount() == 1)
{
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_shadowTransform),
m->Cascades[0].TextureMatrix.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_shadowDistance), m->Cascades[0].Distance);
}
else
{
std::vector shadowDistances;
std::vector shadowTransforms;
for (const ShadowMapInternals::Cascade& cascade : m->Cascades)
{
shadowDistances.emplace_back(cascade.Distance);
shadowTransforms.emplace_back(cascade.TextureMatrix);
}
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_shadowTransform),
PS::span(
shadowTransforms[0]._data,
shadowTransforms[0].AsFloatArray().size() * GetCascadeCount()));
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_shadowDistance),
PS::span(shadowDistances.data(), shadowDistances.size()));
}
}
// Depth texture bits
int ShadowMap::GetDepthTextureBits() const
{
return m->DepthTextureBits;
}
void ShadowMap::SetDepthTextureBits(int bits)
{
if (bits != m->DepthTextureBits)
{
m->Texture.reset();
m->Width = m->Height = 0;
m->DepthTextureBits = bits;
}
}
void ShadowMap::RenderDebugBounds()
{
// Render various shadow bounds:
// Yellow = bounds of objects in view frustum that receive shadows
// Red = culling frustum used to find potential shadow casters
// Blue = frustum used for rendering the shadow map
const CMatrix3D transform = g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection() * m->InvLightTransform;
g_Renderer.GetDebugRenderer().DrawBoundingBox(
m->ShadowReceiverBound, CColor(1.0f, 1.0f, 0.0f, 1.0f), transform, true);
for (int cascade = 0; cascade < GetCascadeCount(); ++cascade)
{
g_Renderer.GetDebugRenderer().DrawBoundingBox(
m->Cascades[cascade].ShadowRenderBound, CColor(0.0f, 0.0f, 1.0f, 0.10f), transform);
g_Renderer.GetDebugRenderer().DrawBoundingBox(
m->Cascades[cascade].ShadowRenderBound, CColor(0.0f, 0.0f, 1.0f, 0.5f), transform, true);
const CFrustum frustum = GetShadowCasterCullFrustum(cascade);
// We don't have a function to create a brush directly from a frustum, so use
// the ugly approach of creating a large cube and then intersecting with the frustum
const CBoundingBoxAligned dummy(CVector3D(-1e4, -1e4, -1e4), CVector3D(1e4, 1e4, 1e4));
CBrush brush(dummy);
CBrush frustumBrush;
brush.Intersect(frustum, frustumBrush);
g_Renderer.GetDebugRenderer().DrawBrush(frustumBrush, CColor(1.0f, 0.0f, 0.0f, 0.1f));
g_Renderer.GetDebugRenderer().DrawBrush(frustumBrush, CColor(1.0f, 0.0f, 0.0f, 0.1f), true);
}
}
int ShadowMap::GetCascadeCount() const
{
#if CONFIG2_GLES
return 1;
#else
return m->ShadowsCoverMap ? 1 : m->CascadeCount;
#endif
}