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Tune shadow perspective distortion (#12146)

* Pass perspective distortion parameters as uniforms
* Set all perspective bias parameters via ShadowRenderer
* Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
This commit is contained in:
x2048 2022-03-31 22:40:06 +02:00 committed by GitHub
parent 06d197cdd0
commit 31578303a4
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GPG key ID: 4AEE18F83AFDEB23
12 changed files with 117 additions and 59 deletions

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@ -210,17 +210,23 @@ public:
class MainShaderConstantSetter : public IShaderConstantSetter
{
CachedVertexShaderSetting<float, 16> m_world_view_proj;
CachedVertexShaderSetting<float, 16> m_world;
CachedVertexShaderSetting<f32, 16> m_world_view_proj;
CachedVertexShaderSetting<f32, 16> m_world;
// Shadow-related
CachedPixelShaderSetting<float, 16> m_shadow_view_proj;
CachedPixelShaderSetting<float, 3> m_light_direction;
CachedPixelShaderSetting<float> m_texture_res;
CachedPixelShaderSetting<float> m_shadow_strength;
CachedPixelShaderSetting<float> m_time_of_day;
CachedPixelShaderSetting<float> m_shadowfar;
CachedPixelShaderSetting<f32, 16> m_shadow_view_proj;
CachedPixelShaderSetting<f32, 3> m_light_direction;
CachedPixelShaderSetting<f32> m_texture_res;
CachedPixelShaderSetting<f32> m_shadow_strength;
CachedPixelShaderSetting<f32> m_time_of_day;
CachedPixelShaderSetting<f32> m_shadowfar;
CachedPixelShaderSetting<s32> m_shadow_texture;
CachedVertexShaderSetting<f32> m_perspective_bias0_vertex;
CachedPixelShaderSetting<f32> m_perspective_bias0_pixel;
CachedVertexShaderSetting<f32> m_perspective_bias1_vertex;
CachedPixelShaderSetting<f32> m_perspective_bias1_pixel;
CachedVertexShaderSetting<f32> m_perspective_zbias_vertex;
CachedPixelShaderSetting<f32> m_perspective_zbias_pixel;
#if ENABLE_GLES
// Modelview matrix
@ -247,6 +253,12 @@ public:
, m_time_of_day("f_timeofday")
, m_shadowfar("f_shadowfar")
, m_shadow_texture("ShadowMapSampler")
, m_perspective_bias0_vertex("xyPerspectiveBias0")
, m_perspective_bias0_pixel("xyPerspectiveBias0")
, m_perspective_bias1_vertex("xyPerspectiveBias1")
, m_perspective_bias1_pixel("xyPerspectiveBias1")
, m_perspective_zbias_vertex("zPerspectiveBias")
, m_perspective_zbias_pixel("zPerspectiveBias")
{}
~MainShaderConstantSetter() = default;
@ -293,26 +305,36 @@ public:
shadowViewProj *= light.getViewMatrix();
m_shadow_view_proj.set(shadowViewProj.pointer(), services);
float v_LightDirection[3];
f32 v_LightDirection[3];
light.getDirection().getAs3Values(v_LightDirection);
m_light_direction.set(v_LightDirection, services);
float TextureResolution = light.getMapResolution();
f32 TextureResolution = light.getMapResolution();
m_texture_res.set(&TextureResolution, services);
float ShadowStrength = shadow->getShadowStrength();
f32 ShadowStrength = shadow->getShadowStrength();
m_shadow_strength.set(&ShadowStrength, services);
float timeOfDay = shadow->getTimeOfDay();
f32 timeOfDay = shadow->getTimeOfDay();
m_time_of_day.set(&timeOfDay, services);
float shadowFar = shadow->getMaxShadowFar();
f32 shadowFar = shadow->getMaxShadowFar();
m_shadowfar.set(&shadowFar, services);
// I dont like using this hardcoded value. maybe something like
// MAX_TEXTURE - 1 or somthing like that??
s32 TextureLayerID = 3;
m_shadow_texture.set(&TextureLayerID, services);
f32 bias0 = shadow->getPerspectiveBiasXY();
m_perspective_bias0_vertex.set(&bias0, services);
m_perspective_bias0_pixel.set(&bias0, services);
f32 bias1 = 1.0f - bias0 + 1e-5f;
m_perspective_bias1_vertex.set(&bias1, services);
m_perspective_bias1_pixel.set(&bias1, services);
f32 zbias = shadow->getPerspectiveBiasZ();
m_perspective_zbias_vertex.set(&zbias, services);
m_perspective_zbias_pixel.set(&zbias, services);
}
}
};