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Seele/src/Engine/Graphics/RenderPass/ShadowPass.cpp
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#include "ShadowPass.h"
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#include "Graphics/Enums.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/Shader.h"
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#include "Math/Matrix.h"
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#include "Scene/LightEnvironment.h"
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#include <glm/ext/matrix_transform.hpp>
#include <glm/matrix.hpp>
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using namespace Seele;
ShadowPass::ShadowPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics), scene(scene) {
shadowLayout = graphics->createPipelineLayout("ShadowLayout");
shadowLayout->addDescriptorLayout(viewParamsLayout);
shadowLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
.offset = 0,
.size = sizeof(VertexData::DrawCallOffsets),
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.name = "pOffsets",
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});
if (graphics->supportMeshShading()) {
graphics->getShaderCompiler()->registerRenderPass("ShadowPass", Gfx::PassConfig{
.baseLayout = shadowLayout,
.taskFile = "DrawListTask",
.mainFile = "DrawListMesh",
.hasFragmentShader = false,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = false,
.useVisibility = false,
});
} else {
graphics->getShaderCompiler()->registerRenderPass("ShadowPass", Gfx::PassConfig{
.baseLayout = shadowLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.hasFragmentShader = false,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = false,
.useVisibility = false,
});
}
}
ShadowPass::~ShadowPass() {}
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void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Transform& transform) {
float cascadeSplits[NUM_CASCADES];
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float splitDepths[NUM_CASCADES];
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float nearClip = camera.nearPlane;
float farClip = camera.farPlane;
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float clipRange = farClip - nearClip;
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float minZ = nearClip;
float maxZ = farClip;
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float range = maxZ - minZ;
float ratio = maxZ / minZ;
constexpr float cascadeSplitLambda = 0.95f;
for (uint32 i = 0; i < NUM_CASCADES; ++i) {
float p = (i + 1) / static_cast<float>(NUM_CASCADES);
float log = minZ * std::pow(ratio, p);
float uniform = minZ + range * p;
float d = cascadeSplitLambda * (log - uniform) + uniform;
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cascadeSplits[i] = (d - nearClip) / clipRange;
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splitDepths[i] = d;
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cascades[i].viewParams.clear();
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}
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cascadeSplitsBuffer->updateContents(0, sizeof(float) * NUM_CASCADES, splitDepths);
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updateViewParameters(camera, transform);
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Matrix4 invCam = viewParams.inverseViewProjectionMatrix;
float lastSplitDist = 0.0;
constexpr float cascadeOverlap = 0.1f; // overlap factor to prevent gaps at cascade boundaries
for (uint32 i = 0; i < NUM_CASCADES; ++i) {
float splitDist = cascadeSplits[i];
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// Extend each cascade's frustum slice slightly into adjacent cascades
float overlapNear = (i > 0) ? lastSplitDist - cascadeOverlap * (lastSplitDist - (i > 1 ? cascadeSplits[i - 2] : 0.0f)) : 0.0f;
float overlapFar = (i < NUM_CASCADES - 1) ? splitDist + cascadeOverlap * (cascadeSplits[i + 1] - splitDist) : splitDist;
Array<Vector> frustumCorners = {
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Vector(-1.0f, 1.0f, 0.0f), Vector(1.0f, 1.0f, 0.0f), Vector(1.0f, -1.0f, 0.0f), Vector(-1.0f, -1.0f, 0.0f),
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Vector(-1.0f, 1.0f, 1.0f), Vector(1.0f, 1.0f, 1.0f), Vector(1.0f, -1.0f, 1.0f), Vector(-1.0f, -1.0f, 1.0f),
};
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for (auto& c : frustumCorners) {
Vector4 invCorner = invCam * Vector4(c, 1);
c = invCorner / invCorner.w;
}
for (uint32 j = 0; j < 4; j++) {
Vector dist = frustumCorners[j + 4] - frustumCorners[j];
frustumCorners[j + 4] = frustumCorners[j] + (dist * overlapFar);
frustumCorners[j] = frustumCorners[j] + (dist * overlapNear);
}
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Vector frustumCenter = Vector(0);
for (uint32 j = 0; j < 8; j++) {
frustumCenter += frustumCorners[j];
}
frustumCenter /= 8.0f;
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float radius = 0.0f;
for (uint j = 0; j < 8; j++) {
float distance = glm::length(frustumCorners[j] - frustumCenter);
radius = glm::max(radius, distance);
}
radius = std::ceil(radius * 16.0f) / 16.0f;
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Vector maxExtents = Vector(radius);
Vector minExtents = -maxExtents;
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for (uint32 s = 0; s < scene->getLightEnvironment()->getNumDirectionalLights(); ++s) {
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Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction);
Vector cameraPos = frustumCenter - lightDir * (100.0f * -minExtents.z);
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Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
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Matrix4 projectionMatrix =
orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - (100.0f * minExtents.z));
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Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix;
viewParams = {
.viewMatrix = viewMatrix,
.inverseViewMatrix = glm::inverse(viewMatrix),
.projectionMatrix = projectionMatrix,
.inverseProjection = glm::inverse(projectionMatrix),
.viewProjectionMatrix = viewProjectionMatrix,
.inverseViewProjectionMatrix = glm::inverse(viewProjectionMatrix),
.cameraPosition_WS = Vector4(cameraPos, 1),
.cameraForward_WS = Vector4(frustumCenter - cameraPos, 0),
.screenDimensions = Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y),
.invScreenDimensions = 1.0f / Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y),
.frameIndex = Gfx::getCurrentFrameIndex(),
.time = (float)Gfx::getCurrentFrameTime(),
};
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cascades[i].viewParams.add(createViewParamsSet());
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cascades[i].lightSpaceBuffer->updateContents(0, sizeof(Matrix4), &viewProjectionMatrix);
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}
lastSplitDist = cascadeSplits[i];
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}
}
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void ShadowPass::render() {
graphics->beginDebugRegion("ShadowPass");
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("ShadowPass");
permutation.setDepthCulling(true);
permutation.setPositionOnly(true);
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for (uint32 c = 0; c < NUM_CASCADES; ++c) {
graphics->beginDebugRegion("Cascade");
for (uint32 shadowIndex = 0; shadowIndex < cascades[c].shadowMaps->getNumLayers(); ++shadowIndex) {
Array<Gfx::ORenderCommand> commands;
renderPass = graphics->createRenderPass(
Gfx::RenderTargetLayout{
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.depthAttachment = Gfx::RenderTargetAttachment(cascades[c].views[shadowIndex], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE),
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},
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{
Gfx::SubPassDependency{
.srcSubpass = ~0U,
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
Gfx::SubPassDependency{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
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},
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{
.size = {cascades[c].shadowMaps->getWidth(), cascades[c].shadowMaps->getHeight()},
.offset = {0, 0},
},
"Shadow");
graphics->beginRenderPass(renderPass);
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("ShadowRender");
command->setViewport(cascades[c].shadowViewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
constexpr float depthBiasConstant = -1.25f;
constexpr float depthBiasSlope = -1.75f;
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
.meshShader = collection->meshShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
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.depthBiasEnable = true,
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.depthBiasConstantFactor = depthBiasConstant,
.depthBiasSlopeFactor = depthBiasSlope,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
} else {
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.vertexShader = collection->vertexShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
.depthBiasEnable = true,
.depthBiasConstantFactor = depthBiasConstant,
.depthBiasSlopeFactor = depthBiasSlope,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
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command->bindDescriptor(
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{cascades[c].viewParams[shadowIndex], vertexData->getVertexDataSet(), vertexData->getInstanceDataSet()});
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VertexData::DrawCallOffsets offsets = {
.instanceOffset = 0,
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};
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0,
sizeof(VertexData::DrawCallOffsets), &offsets);
if (graphics->supportMeshShading()) {
command->drawMesh((uint32)vertexData->getNumInstances(), 1, 1);
} else {
const auto& materials = vertexData->getMaterialData();
for (const auto& materialData : materials) {
// material not used for any active meshes, skip
if (materialData.instances.size() == 0)
continue;
for (const auto& drawCall : materialData.instances) {
command->bindIndexBuffer(vertexData->getIndexBuffer());
uint32 inst = drawCall.offsets.instanceOffset;
for (const auto& meshData : drawCall.instanceMeshData) {
// all meshlets of a mesh share the same indices offset
command->drawIndexed(meshData.indicesRange.size, 1, meshData.indicesRange.offset,
vertexData->getIndicesOffset(meshData.meshletRange.offset), inst++);
}
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}
}
}
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commands.add(std::move(command));
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}
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graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
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}
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graphics->endDebugRegion();
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}
graphics->endDebugRegion();
}
void ShadowPass::endFrame() {}
void ShadowPass::publishOutputs() {
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cascadeSplitsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{.sourceData =
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{
.size = sizeof(float) * NUM_CASCADES,
.data = nullptr,
},
.name = "CascadeSplits"});
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uint32 cascadeDim = SHADOW_MAP_SIZE;
for (uint32 c = 0; c < NUM_CASCADES; ++c) {
cascades[c].shadowMaps = graphics->createTexture2DArray(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = cascadeDim,
.height = cascadeDim,
.elements = 1, // TODO:
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMapCascade",
});
cascades[c].lightSpaceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{.sourceData =
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{
.size = sizeof(Matrix4),
.data = nullptr,
},
.name = "LightSpaceBuffer"});
cascades[c].views.clear();
for (uint32 j = 0; j < cascades[c].shadowMaps->getNumLayers(); ++j) {
cascades[c].views.add(cascades[c].shadowMaps->createTextureView(0, 1, j, 1));
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}
cascades[c].shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{
.dimensions =
{
.size = {cascadeDim, cascadeDim},
.offset = {0, 0},
},
});
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cascadeDim /= 2;
resources->registerTextureOutput(fmt::format("SHADOWMAP_TEXTURE{0}", c), Gfx::PTexture2DArray(cascades[c].shadowMaps));
resources->registerBufferOutput(fmt::format("SHADOWMAP_LIGHTSPACE{0}", c), cascades[c].lightSpaceBuffer);
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}
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cascadeSplitsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{.sourceData =
{
.size = sizeof(float) * NUM_CASCADES,
.data = nullptr,
},
.name = "CASCADE_SPLITS"});
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resources->registerUniformOutput("SHADOWMAP_CASCADESPLITS", cascadeSplitsBuffer);
viewport = cascades[0].shadowViewport;
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}
void ShadowPass::createRenderPass() { cullingBuffer = resources->requestBuffer("CULLINGBUFFER"); }