Graphics: Rework shadowing (add cascaded shadow mapping)

- Add support for per-viewer shadows
- Add cascaded shadow mapping for directional lights (wip)
- Rework the way lights are sent to the shaders (they are now selected once per viewer)
- Fixes PointLight shadow mapping (using a dedicated pass)
- Lights out of frustum for every viewers are no longer processed (wip)
This commit is contained in:
SirLynix
2023-09-06 13:20:52 +02:00
committed by Jérôme Leclercq
parent a08850946a
commit 9aebb4f745
41 changed files with 1320 additions and 576 deletions

View File

@@ -11,9 +11,7 @@
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/ElementRenderer.hpp>
#include <Nazara/Graphics/FramePipelinePass.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/MaterialInstance.hpp>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/RenderElementOwner.hpp>
#include <Nazara/Graphics/RenderQueue.hpp>
@@ -24,13 +22,16 @@
namespace Nz
{
class AbstractViewer;
class DirectionalLight;
class ElementRendererRegistry;
class FrameGraph;
class FramePass;
class FramePipeline;
class Light;
class NAZARA_GRAPHICS_API ForwardPipelinePass : public FramePipelinePass
class PointLight;
class SpotLight;
class NAZARA_GRAPHICS_API ForwardPipelinePass : public FramePipelinePass, TransferInterface
{
public:
ForwardPipelinePass(FramePipeline& owner, ElementRendererRegistry& elementRegistry, AbstractViewer* viewer);
@@ -41,7 +42,7 @@ namespace Nz
inline void InvalidateCommandBuffers();
inline void InvalidateElements();
void Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, const std::vector<std::size_t>& visibleLights, std::size_t visibilityHash);
void Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, const Bitset<UInt64>& visibleLights, std::size_t visibilityHash);
void RegisterMaterialInstance(const MaterialInstance& material);
FramePass& RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t colorBufferIndex, std::size_t depthBufferIndex, bool hasDepthPrepass);
@@ -51,9 +52,14 @@ namespace Nz
ForwardPipelinePass& operator=(const ForwardPipelinePass&) = delete;
ForwardPipelinePass& operator=(ForwardPipelinePass&&) = delete;
static constexpr std::size_t MaxLightCountPerDraw = 3;
private:
void OnTransfer(RenderFrame& renderFrame, CommandBufferBuilder& builder) override;
void PrepareDirectionalLights(void* lightMemory);
void PreparePointLights(void* lightMemory);
void PrepareSpotLights(void* lightMemory);
void PrepareLights(RenderFrame& renderFrame, const Frustumf& frustum, const Bitset<UInt64>& visibleLights);
struct MaterialPassEntry
{
std::size_t usedCount = 1;
@@ -62,55 +68,30 @@ namespace Nz
NazaraSlot(MaterialInstance, OnMaterialInstanceShaderBindingInvalidated, onMaterialInstanceShaderBindingInvalidated);
};
using LightKey = std::array<const Light*, MaxLightCountPerDraw>;
struct LightKeyHasher
{
inline std::size_t operator()(const LightKey& lightKey) const;
};
struct LightDataUbo
{
std::shared_ptr<RenderBuffer> renderBuffer;
std::size_t offset = 0;
UploadPool::Allocation* allocation = nullptr;
};
struct LightPerElementData
{
RenderBufferView lightUniformBuffer;
std::array<const Texture*, MaxLightCountPerDraw> shadowMaps;
std::size_t lightCount;
};
struct LightUboPool
{
std::vector<std::shared_ptr<RenderBuffer>> lightUboBuffers;
};
template<typename T>
struct RenderableLight
{
const Light* light;
const T* light;
std::size_t lightIndex;
float contributionScore;
};
std::size_t m_forwardPassIndex;
std::size_t m_lastVisibilityHash;
std::shared_ptr<LightUboPool> m_lightUboPool;
std::shared_ptr<RenderBuffer> m_lightDataBuffer;
std::vector<std::unique_ptr<ElementRendererData>> m_elementRendererData;
std::vector<ElementRenderer::RenderStates> m_renderStates;
std::vector<RenderElementOwner> m_renderElements;
std::unordered_map<const MaterialInstance*, MaterialPassEntry> m_materialInstances;
std::unordered_map<const RenderElement*, LightPerElementData> m_lightPerRenderElement;
std::unordered_map<LightKey, RenderBufferView, LightKeyHasher> m_lightBufferPerLights;
std::vector<LightDataUbo> m_lightDataBuffers;
std::vector<RenderableLight> m_renderableLights;
std::vector<RenderableLight<DirectionalLight>> m_directionalLights;
std::vector<RenderableLight<PointLight>> m_pointLights;
std::vector<RenderableLight<SpotLight>> m_spotLights;
ElementRenderer::RenderStates m_renderState;
RenderQueue<const RenderElement*> m_renderQueue;
RenderQueueRegistry m_renderQueueRegistry;
AbstractViewer* m_viewer;
ElementRendererRegistry& m_elementRegistry;
FramePipeline& m_pipeline;
UploadPool::Allocation* m_pendingLightUploadAllocation;
bool m_rebuildCommandBuffer;
bool m_rebuildElements;
};