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////  RenderShadowTask.cpp//  render-utils/src/////  Created by Zach Pomerantz on 1/7/2016.//  Copyright 2016 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "RenderShadowTask.h" #include <gpu/Context.h> #include <ViewFrustum.h> #include <render/CullTask.h>#include <render/SortTask.h>#include <render/DrawTask.h> #include "DeferredLightingEffect.h"#include "FramebufferCache.h" #include "RenderUtilsLogging.h" // These values are used for culling the objects rendered in the shadow map// but are readjusted afterwards#define SHADOW_FRUSTUM_NEAR 1.0f#define SHADOW_FRUSTUM_FAR  500.0f using namespace render; extern void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state); void RenderShadowTask::configure(const Config& configuration) {    DependencyManager::get<DeferredLightingEffect>()->setShadowMapEnabled(configuration.enabled);    // This is a task, so must still propogate configure() to its Jobs    //    Task::configure(configuration);} void RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cameraCullFunctor, uint8_t tagBits, uint8_t tagMask) {    ::CullFunctor shadowCullFunctor = [this](const RenderArgs* args, const AABox& bounds) {        return _cullFunctor(args, bounds);    };     // Prepare the ShapePipeline    ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();    {        auto state = std::make_shared<gpu::State>();        state->setCullMode(gpu::State::CULL_BACK);        state->setDepthTest(true, true, gpu::LESS_EQUAL);         initZPassPipelines(*shapePlumber, state);    }     const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup");    const auto queryResolution = setupOutput.getN<RenderShadowSetup::Outputs>(1);    // Fetch and cull the items from the scene     static const auto shadowCasterReceiverFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(tagBits, tagMask);     const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterReceiverFilter, queryResolution).asVarying();    const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowTree", fetchInput);    const auto selectionInputs = FilterSpatialSelection::Inputs(shadowSelection, shadowCasterReceiverFilter).asVarying();    const auto shadowItems = task.addJob<FilterSpatialSelection>("FilterShadowSelection", selectionInputs);     // Cull objects that are not visible in camera view. Hopefully the cull functor only performs LOD culling, not    // frustum culling or this will make shadow casters out of the camera frustum disappear.    const auto cameraFrustum = setupOutput.getN<RenderShadowSetup::Outputs>(2);    const auto applyFunctorInputs = ApplyCullFunctorOnItemBounds::Inputs(shadowItems, cameraFrustum).asVarying();    const auto culledShadowItems = task.addJob<ApplyCullFunctorOnItemBounds>("ShadowCullCamera", applyFunctorInputs, cameraCullFunctor);     // Sort    const auto sortedPipelines = task.addJob<PipelineSortShapes>("PipelineSortShadow", culledShadowItems);    const auto sortedShapes = task.addJob<DepthSortShapes>("DepthSortShadow", sortedPipelines, true);     render::Varying cascadeFrustums[SHADOW_CASCADE_MAX_COUNT] = {        ViewFrustumPointer()#if SHADOW_CASCADE_MAX_COUNT>1        ,ViewFrustumPointer(),        ViewFrustumPointer(),        ViewFrustumPointer()#endif    };     Output cascadeSceneBBoxes;     for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {        char jobName[64];        sprintf(jobName, "ShadowCascadeSetup%d", i);        const auto cascadeSetupOutput = task.addJob<RenderShadowCascadeSetup>(jobName, i, _cullFunctor, tagBits, tagMask);        const auto shadowFilter = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(0);        auto antiFrustum = render::Varying(ViewFrustumPointer());        cascadeFrustums[i] = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(1);        if (i > 1) {            antiFrustum = cascadeFrustums[i - 2];        }         // CPU jobs: finer grained culling        const auto cullInputs = CullShadowBounds::Inputs(sortedShapes, shadowFilter, antiFrustum).asVarying();        sprintf(jobName, "CullShadowCascade%d", i);        const auto culledShadowItemsAndBounds = task.addJob<CullShadowBounds>(jobName, cullInputs, shadowCullFunctor);         // GPU jobs: Render to shadow map        sprintf(jobName, "RenderShadowMap%d", i);        task.addJob<RenderShadowMap>(jobName, culledShadowItemsAndBounds, shapePlumber, i);        sprintf(jobName, "ShadowCascadeTeardown%d", i);        task.addJob<RenderShadowCascadeTeardown>(jobName, shadowFilter);         cascadeSceneBBoxes[i] = culledShadowItemsAndBounds.getN<CullShadowBounds::Outputs>(1);    }     output = render::Varying(cascadeSceneBBoxes);     task.addJob<RenderShadowTeardown>("ShadowTeardown", setupOutput);} static void computeNearFar(const Triangle& triangle, const Plane shadowClipPlanes[4], float& near, float& far) {    static const int MAX_TRIANGLE_COUNT = 16;    Triangle clippedTriangles[MAX_TRIANGLE_COUNT];    auto clippedTriangleCount = clipTriangleWithPlanes(triangle, shadowClipPlanes, 4, clippedTriangles, MAX_TRIANGLE_COUNT);     for (auto i = 0; i < clippedTriangleCount; i++) {        const auto& clippedTriangle = clippedTriangles[i];         near = glm::min(near, -clippedTriangle.v0.z);        near = glm::min(near, -clippedTriangle.v1.z);        near = glm::min(near, -clippedTriangle.v2.z);         far = glm::max(far, -clippedTriangle.v0.z);        far = glm::max(far, -clippedTriangle.v1.z);        far = glm::max(far, -clippedTriangle.v2.z);    }} static void computeNearFar(const glm::vec3 sceneBoundVertices[8], const Plane shadowClipPlanes[4], float& near, float& far) {    // This code is inspired from Microsoft's CascadedShadowMaps11 sample which is under MIT licence.    // See https://code.msdn.microsoft.com/windowsdesktop/Direct3D-Shadow-Win32-2d72a4f2/sourcecode?fileId=121915&pathId=1645833187    // Basically it decomposes the object bounding box in triangles and clips each triangle with the shadow    // frustum planes. Finally it computes the minimum and maximum depth of the clipped triangle vertices     // in shadow space to extract the near and far distances of the shadow frustum.    static const std::array<int[4], 6> boxQuadVertexIndices = { {        { TOP_LEFT_FAR, BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, TOP_RIGHT_FAR },        { TOP_LEFT_NEAR, BOTTOM_LEFT_NEAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR },        { TOP_RIGHT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR },        { TOP_LEFT_FAR, BOTTOM_LEFT_FAR, BOTTOM_LEFT_NEAR, TOP_LEFT_NEAR },        { BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_RIGHT_NEAR, BOTTOM_LEFT_NEAR },        { TOP_LEFT_FAR, TOP_RIGHT_FAR, TOP_RIGHT_NEAR, TOP_LEFT_NEAR }    }  };    Triangle triangle;     for (auto quadVertexIndices : boxQuadVertexIndices) {        triangle.v0 = sceneBoundVertices[quadVertexIndices[0]];        triangle.v1 = sceneBoundVertices[quadVertexIndices[1]];        triangle.v2 = sceneBoundVertices[quadVertexIndices[2]];        computeNearFar(triangle, shadowClipPlanes, near, far);        triangle.v1 = sceneBoundVertices[quadVertexIndices[3]];        computeNearFar(triangle, shadowClipPlanes, near, far);    }} static void adjustNearFar(const AABox& inShapeBounds, ViewFrustum& shadowFrustum) {    if (!inShapeBounds.isNull()) {        const Transform shadowView{ shadowFrustum.getView() };        const Transform shadowViewInverse{ shadowView.getInverseMatrix() };         glm::vec3 sceneBoundVertices[8];        // Keep only the left, right, top and bottom shadow frustum planes as we wish to determine        // the near and far        Plane shadowClipPlanes[4];        int i;         // The vertices of the scene bounding box are expressed in the shadow frustum's local space        for (i = 0; i < 8; i++) {            sceneBoundVertices[i] = shadowViewInverse.transform(inShapeBounds.getVertex(static_cast<BoxVertex>(i)));        }        shadowFrustum.getUniformlyTransformedSidePlanes(shadowViewInverse, shadowClipPlanes);         float near = std::numeric_limits<float>::max();        float far = 0.0f;         computeNearFar(sceneBoundVertices, shadowClipPlanes, near, far);        // Limit the far range to the one used originally.        far = glm::min(far, shadowFrustum.getFarClip());        if (near > far) {            near = far;        }         const auto depthEpsilon = 0.1f;        auto projMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, near - depthEpsilon, far + depthEpsilon);        auto shadowProjection = shadowFrustum.getProjection();         shadowProjection[2][2] = projMatrix[2][2];        shadowProjection[3][2] = projMatrix[3][2];        shadowFrustum.setProjection(shadowProjection);        shadowFrustum.calculate();    }} void RenderShadowMap::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {    assert(renderContext->args);    assert(renderContext->args->hasViewFrustum());     const auto& inShapes = inputs.get0();    const auto& inShapeBounds = inputs.get1();     auto lightStage = renderContext->_scene->getStage<LightStage>();    assert(lightStage);     auto shadow = lightStage->getCurrentKeyShadow();    if (!shadow || _cascadeIndex >= shadow->getCascadeCount()) {        return;    }     auto& cascade = shadow->getCascade(_cascadeIndex);    auto& fbo = cascade.framebuffer;     RenderArgs* args = renderContext->args;    ShapeKey::Builder defaultKeyBuilder;    auto adjustedShadowFrustum = args->getViewFrustum();     // Adjust the frustum near and far depths based on the rendered items bounding box to have    // the minimal Z range.    adjustNearFar(inShapeBounds, adjustedShadowFrustum);    // Reapply the frustum as it has been adjusted    shadow->setCascadeFrustum(_cascadeIndex, adjustedShadowFrustum);    args->popViewFrustum();    args->pushViewFrustum(adjustedShadowFrustum);     gpu::doInBatch("RenderShadowMap::run", args->_context, [&](gpu::Batch& batch) {        args->_batch = &batch;        batch.enableStereo(false);         glm::ivec4 viewport{0, 0, fbo->getWidth(), fbo->getHeight()};        batch.setViewportTransform(viewport);        batch.setStateScissorRect(viewport);         batch.setFramebuffer(fbo);        batch.clearDepthFramebuffer(1.0, false);         if (!inShapeBounds.isNull()) {            glm::mat4 projMat;            Transform viewMat;            args->getViewFrustum().evalProjectionMatrix(projMat);            args->getViewFrustum().evalViewTransform(viewMat);             batch.setProjectionTransform(projMat);            batch.setViewTransform(viewMat, false);             auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);            auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());            auto shadowSkinnedDQPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned().withDualQuatSkinned());             std::vector<ShapeKey> skinnedShapeKeys{};            std::vector<ShapeKey> skinnedDQShapeKeys{};            std::vector<ShapeKey> ownPipelineShapeKeys{};             // Iterate through all inShapes and render the unskinned            args->_shapePipeline = shadowPipeline;            batch.setPipeline(shadowPipeline->pipeline);            for (auto items : inShapes) {                if (items.first.isSkinned()) {                    if (items.first.isDualQuatSkinned()) {                        skinnedDQShapeKeys.push_back(items.first);                    } else {                        skinnedShapeKeys.push_back(items.first);                    }                } else if (!items.first.hasOwnPipeline()) {                    renderItems(renderContext, items.second);                } else {                    ownPipelineShapeKeys.push_back(items.first);                }            }             // Reiterate to render the skinned            args->_shapePipeline = shadowSkinnedPipeline;            batch.setPipeline(shadowSkinnedPipeline->pipeline);            for (const auto& key : skinnedShapeKeys) {                renderItems(renderContext, inShapes.at(key));            }             // Reiterate to render the DQ skinned            args->_shapePipeline = shadowSkinnedDQPipeline;            batch.setPipeline(shadowSkinnedDQPipeline->pipeline);            for (const auto& key : skinnedDQShapeKeys) {                renderItems(renderContext, inShapes.at(key));            }             // Finally render the items with their own pipeline last to prevent them from breaking the            // render state. This is probably a temporary code as there is probably something better            // to do in the render call of objects that have their own pipeline.            args->_shapePipeline = nullptr;            for (const auto& key : ownPipelineShapeKeys) {                args->_itemShapeKey = key._flags.to_ulong();                renderItems(renderContext, inShapes.at(key));            }        }         args->_batch = nullptr;    });} RenderShadowSetup::RenderShadowSetup() :    _cameraFrustum{ std::make_shared<ViewFrustum>() },    _coarseShadowFrustum{ std::make_shared<ViewFrustum>() } { } void RenderShadowSetup::configure(const Config& configuration) {    setConstantBias(0, configuration.constantBias0);    setSlopeBias(0, configuration.slopeBias0);#if SHADOW_CASCADE_MAX_COUNT>1    setConstantBias(1, configuration.constantBias1);    setSlopeBias(1, configuration.slopeBias1);    setConstantBias(2, configuration.constantBias2);    setSlopeBias(2, configuration.slopeBias2);    setConstantBias(3, configuration.constantBias3);    setSlopeBias(3, configuration.slopeBias3);#endif} void RenderShadowSetup::setConstantBias(int cascadeIndex, float value) {    _bias[cascadeIndex]._constant = value * value * value * 0.004f;} void RenderShadowSetup::setSlopeBias(int cascadeIndex, float value) {    _bias[cascadeIndex]._slope = value * value * value * 0.01f;} void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, Outputs& output) {    // Abort all jobs if not casting shadows    auto lightStage = renderContext->_scene->getStage<LightStage>();    assert(lightStage);    if (!lightStage->getCurrentKeyLight() || !lightStage->getCurrentKeyLight()->getCastShadows()) {        renderContext->taskFlow.abortTask();        return;    }     // Cache old render args    RenderArgs* args = renderContext->args;     output.edit0() = args->_renderMode;    output.edit1() = glm::ivec2(0, 0);    // Save main camera frustum    *_cameraFrustum = args->getViewFrustum();    output.edit2() = _cameraFrustum;     const auto globalShadow = lightStage->getCurrentKeyShadow();    if (globalShadow) {        globalShadow->setKeylightFrustum(args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);         auto& firstCascade = globalShadow->getCascade(0);        auto& firstCascadeFrustum = firstCascade.getFrustum();        unsigned int cascadeIndex;         // Adjust each cascade frustum        for (cascadeIndex = 0; cascadeIndex < globalShadow->getCascadeCount(); ++cascadeIndex) {            auto& bias = _bias[cascadeIndex];            globalShadow->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(),                                                    SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR,                                                    bias._constant, bias._slope);        }         // Now adjust coarse frustum bounds        auto frustumPosition = firstCascadeFrustum->getPosition();        auto farTopLeft = firstCascadeFrustum->getFarTopLeft() - frustumPosition;        auto farBottomRight = firstCascadeFrustum->getFarBottomRight() - frustumPosition;         auto left = glm::dot(farTopLeft, firstCascadeFrustum->getRight());        auto right = glm::dot(farBottomRight, firstCascadeFrustum->getRight());        auto top = glm::dot(farTopLeft, firstCascadeFrustum->getUp());        auto bottom = glm::dot(farBottomRight, firstCascadeFrustum->getUp());        auto near = firstCascadeFrustum->getNearClip();        auto far = firstCascadeFrustum->getFarClip();         for (cascadeIndex = 1; cascadeIndex < globalShadow->getCascadeCount(); ++cascadeIndex) {            auto& cascadeFrustum = globalShadow->getCascade(cascadeIndex).getFrustum();             farTopLeft = cascadeFrustum->getFarTopLeft() - frustumPosition;            farBottomRight = cascadeFrustum->getFarBottomRight() - frustumPosition;             auto cascadeLeft = glm::dot(farTopLeft, cascadeFrustum->getRight());            auto cascadeRight = glm::dot(farBottomRight, cascadeFrustum->getRight());            auto cascadeTop = glm::dot(farTopLeft, cascadeFrustum->getUp());            auto cascadeBottom = glm::dot(farBottomRight, cascadeFrustum->getUp());            auto cascadeNear = cascadeFrustum->getNearClip();            auto cascadeFar = cascadeFrustum->getFarClip();            left = glm::min(left, cascadeLeft);            right = glm::max(right, cascadeRight);            bottom = glm::min(bottom, cascadeBottom);            top = glm::max(top, cascadeTop);            near = glm::min(near, cascadeNear);            far = glm::max(far, cascadeFar);        }         _coarseShadowFrustum->setPosition(firstCascadeFrustum->getPosition());        _coarseShadowFrustum->setOrientation(firstCascadeFrustum->getOrientation());        _coarseShadowFrustum->setProjection(glm::ortho<float>(left, right, bottom, top, near, far));        _coarseShadowFrustum->calculate();         // Push frustum for further culling and selection        args->pushViewFrustum(*_coarseShadowFrustum);         args->_renderMode = RenderArgs::SHADOW_RENDER_MODE;         // We want for the octree query enough resolution to catch the details in the lowest cascade. So compute        // the desired resolution for the first cascade frustum and extrapolate it to the coarse frustum.        glm::ivec2 queryResolution = firstCascade.framebuffer->getSize();        queryResolution.x = int(queryResolution.x * _coarseShadowFrustum->getWidth() / firstCascadeFrustum->getWidth());        queryResolution.y = int(queryResolution.y * _coarseShadowFrustum->getHeight() / firstCascadeFrustum->getHeight());        output.edit1() = queryResolution;    }} void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderContext, Outputs& output) {    auto lightStage = renderContext->_scene->getStage<LightStage>();    assert(lightStage);     // Cache old render args    RenderArgs* args = renderContext->args;     const auto globalShadow = lightStage->getCurrentKeyShadow();    if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {        // Second item filter is to filter items to keep in shadow frustum computation (here we need to keep shadow receivers)        output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask);         // Set the keylight render args        auto& cascade = globalShadow->getCascade(_cascadeIndex);        auto& cascadeFrustum = cascade.getFrustum();        args->pushViewFrustum(*cascadeFrustum);        auto texelSize = glm::min(cascadeFrustum->getHeight(), cascadeFrustum->getWidth()) / cascade.framebuffer->getSize().x;        // Set the cull threshold to 24 shadow texels. This is totally arbitrary        const auto minTexelCount = 24.0f;        // TODO : maybe adapt that with LOD management system?        texelSize *= minTexelCount;        _cullFunctor._minSquareSize = texelSize * texelSize;         output.edit1() = cascadeFrustum;    } else {        output.edit0() = ItemFilter::Builder::nothing();        output.edit1() = ViewFrustumPointer();    }} void RenderShadowCascadeTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) {    RenderArgs* args = renderContext->args;     if (args->_renderMode == RenderArgs::SHADOW_RENDER_MODE && !input.selectsNothing()) {        args->popViewFrustum();    }    assert(args->hasViewFrustum());} void RenderShadowTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) {    RenderArgs* args = renderContext->args;     if (args->_renderMode == RenderArgs::SHADOW_RENDER_MODE) {        args->popViewFrustum();    }    assert(args->hasViewFrustum());    // Reset the render args    args->_renderMode = input.get0();} static AABox& merge(AABox& box, const AABox& otherBox, const glm::vec3& dir) {    if (!otherBox.isInvalid()) {        int vertexIndex = 0;        vertexIndex |= ((dir.z > 0.0f) & 1) << 2;        vertexIndex |= ((dir.y > 0.0f) & 1) << 1;        vertexIndex |= ((dir.x < 0.0f) & 1);        auto vertex = otherBox.getVertex((BoxVertex)vertexIndex);        if (!box.isInvalid()) {            const auto boxCenter = box.calcCenter();            vertex -= boxCenter;            vertex = dir * glm::max(0.0f, glm::dot(vertex, dir));            vertex += boxCenter;        }        box += vertex;    }    return box;} void CullShadowBounds::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {    assert(renderContext->args);    assert(renderContext->args->hasViewFrustum());    RenderArgs* args = renderContext->args;     const auto& inShapes = inputs.get0();    const auto& filter = inputs.get1();    ViewFrustumPointer antiFrustum;    auto& outShapes = outputs.edit0();    auto& outBounds = outputs.edit1();     if (!inputs[3].isNull()) {        antiFrustum = inputs.get2();    }    outShapes.clear();    outBounds = AABox(); 

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