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
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x2048 2022-03-31 22:40:06 +02:00 committed by GitHub
parent 06d197cdd0
commit 31578303a4
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12 changed files with 117 additions and 59 deletions

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@ -364,11 +364,11 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
core.settings:set("enable_dynamic_shadows", "false")
else
local shadow_presets = {
[2] = { 80, 512, "true", 0, "false" },
[3] = { 120, 1024, "true", 1, "false" },
[4] = { 350, 2048, "true", 1, "false" },
[5] = { 350, 2048, "true", 2, "true" },
[6] = { 450, 4096, "true", 2, "true" },
[2] = { 55, 512, "true", 0, "false" },
[3] = { 82, 1024, "true", 1, "false" },
[4] = { 240, 2048, "true", 1, "false" },
[5] = { 240, 2048, "true", 2, "true" },
[6] = { 300, 4096, "true", 2, "true" },
}
local s = shadow_presets[table.indexof(labels.shadow_levels, fields["dd_shadows"])]
if s then

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@ -47,17 +47,17 @@ const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
#ifdef ENABLE_DYNAMIC_SHADOWS
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
@ -172,12 +172,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
return bias1 / (1.0 / l - bias0); // return to undistorted coords
return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@ -489,8 +489,8 @@ void main(void)
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
vec3 posLightSpace = getLightSpacePosition();
float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) {

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@ -45,8 +45,8 @@ varying float nightRatio;
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
const float e = 2.718281828459;
const float BS = 10.0;
const float bias0 = 0.9;
const float bias1 = 1.0 - bias0;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@ -206,9 +206,9 @@ void main(void)
// Distance from the vertex to the player
float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
// perspective factor estimation according to the
float perspectiveFactor = distanceToPlayer * bias0 + bias1;
float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
(f_textureresolution * bias1 - perspectiveFactor * bias0);
(f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;

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@ -43,17 +43,17 @@ const float fogShadingParameter = 1.0 / (1.0 - fogStart);
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
@ -162,12 +162,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
return bias1 / (1.0 / l - bias0); // return to undistorted coords
return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@ -477,8 +477,8 @@ void main(void)
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
vec3 posLightSpace = getLightSpacePosition();
float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) {

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@ -37,8 +37,8 @@ const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
const float bias0 = 0.9;
const float bias1 = 1.0 - bias0;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@ -116,9 +116,9 @@ void main(void)
// Distance from the vertex to the player
float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
// perspective factor estimation according to the
float perspectiveFactor = distanceToPlayer * bias0 + bias1;
float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
(f_textureresolution * bias1 - perspectiveFactor * bias0);
(f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;

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@ -4,15 +4,15 @@ varying vec4 tPos;
varying vec3 varColor;
#endif
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}

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@ -1,15 +1,15 @@
uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}

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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);
}
}
};

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@ -32,7 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
m_device(device), m_smgr(device->getSceneManager()),
m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0)
m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0),
m_perspective_bias_xy(0.8), m_perspective_bias_z(0.5)
{
m_shadows_supported = true; // assume shadows supported. We will check actual support in initialize
m_shadows_enabled = true;
@ -59,6 +60,10 @@ ShadowRenderer::~ShadowRenderer()
if (m_shadow_depth_cb)
delete m_shadow_depth_cb;
if (m_shadow_depth_entity_cb)
delete m_shadow_depth_entity_cb;
if (m_shadow_depth_trans_cb)
delete m_shadow_depth_trans_cb;
if (m_shadow_mix_cb)
delete m_shadow_mix_cb;
m_shadow_node_array.clear();
@ -250,8 +255,13 @@ void ShadowRenderer::updateSMTextures()
// Update SM incrementally:
for (DirectionalLight &light : m_light_list) {
// Static shader values.
m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size;
m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
for (auto cb : {m_shadow_depth_cb, m_shadow_depth_entity_cb, m_shadow_depth_trans_cb})
if (cb) {
cb->MapRes = (f32)m_shadow_map_texture_size;
cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
cb->PerspectiveBiasXY = getPerspectiveBiasXY();
cb->PerspectiveBiasZ = getPerspectiveBiasZ();
}
// set the Render Target
// right now we can only render in usual RTT, not
@ -533,6 +543,8 @@ void ShadowRenderer::createShaders()
if (depth_shader == -1) {
// upsi, something went wrong loading shader.
delete m_shadow_depth_cb;
m_shadow_depth_cb = nullptr;
m_shadows_enabled = false;
m_shadows_supported = false;
errorstream << "Error compiling shadow mapping shader." << std::endl;
return;
@ -559,15 +571,19 @@ void ShadowRenderer::createShaders()
errorstream << "Error shadow mapping fs shader not found." << std::endl;
return;
}
m_shadow_depth_entity_cb = new ShadowDepthShaderCB();
depth_shader_entities = gpu->addHighLevelShaderMaterial(
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
video::EVST_VS_1_1,
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
video::EPST_PS_1_2, m_shadow_depth_cb);
video::EPST_PS_1_2, m_shadow_depth_entity_cb);
if (depth_shader_entities == -1) {
// upsi, something went wrong loading shader.
delete m_shadow_depth_entity_cb;
m_shadow_depth_entity_cb = nullptr;
m_shadows_enabled = false;
m_shadows_supported = false;
errorstream << "Error compiling shadow mapping shader (dynamic)." << std::endl;
return;
@ -643,6 +659,7 @@ void ShadowRenderer::createShaders()
if (depth_shader_trans == -1) {
// upsi, something went wrong loading shader.
delete m_shadow_depth_trans_cb;
m_shadow_depth_trans_cb = nullptr;
m_shadow_map_colored = false;
m_shadows_supported = false;
errorstream << "Error compiling colored shadow mapping shader." << std::endl;

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@ -90,6 +90,9 @@ public:
float getShadowStrength() const { return m_shadows_enabled ? m_shadow_strength : 0.0f; }
float getTimeOfDay() const { return m_time_day; }
f32 getPerspectiveBiasXY() { return m_perspective_bias_xy; }
f32 getPerspectiveBiasZ() { return m_perspective_bias_z; }
private:
video::ITexture *getSMTexture(const std::string &shadow_map_name,
video::ECOLOR_FORMAT texture_format,
@ -131,6 +134,8 @@ private:
bool m_shadow_map_colored;
u8 m_map_shadow_update_frames; /* Use this number of frames to update map shaodw */
u8 m_current_frame{0}; /* Current frame */
f32 m_perspective_bias_xy;
f32 m_perspective_bias_z;
video::ECOLOR_FORMAT m_texture_format{video::ECOLOR_FORMAT::ECF_R16F};
video::ECOLOR_FORMAT m_texture_format_color{video::ECOLOR_FORMAT::ECF_R16G16};
@ -146,6 +151,7 @@ private:
s32 mixcsm_shader{-1};
ShadowDepthShaderCB *m_shadow_depth_cb{nullptr};
ShadowDepthShaderCB *m_shadow_depth_entity_cb{nullptr};
ShadowDepthShaderCB *m_shadow_depth_trans_cb{nullptr};
shadowScreenQuad *m_screen_quad{nullptr};

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@ -33,4 +33,10 @@ void ShadowDepthShaderCB::OnSetConstants(
m_max_far_setting.set(&MaxFar, services);
s32 TextureId = 0;
m_color_map_sampler_setting.set(&TextureId, services);
f32 bias0 = PerspectiveBiasXY;
m_perspective_bias0.set(&bias0, services);
f32 bias1 = 1.0f - bias0 + 1e-5f;
m_perspective_bias1.set(&bias1, services);
f32 zbias = PerspectiveBiasZ;
m_perspective_zbias.set(&zbias, services);
}

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@ -30,7 +30,10 @@ public:
m_light_mvp_setting("LightMVP"),
m_map_resolution_setting("MapResolution"),
m_max_far_setting("MaxFar"),
m_color_map_sampler_setting("ColorMapSampler")
m_color_map_sampler_setting("ColorMapSampler"),
m_perspective_bias0("xyPerspectiveBias0"),
m_perspective_bias1("xyPerspectiveBias1"),
m_perspective_zbias("zPerspectiveBias")
{}
void OnSetMaterial(const video::SMaterial &material) override {}
@ -39,10 +42,14 @@ public:
s32 userData) override;
f32 MaxFar{2048.0f}, MapRes{1024.0f};
f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
private:
CachedVertexShaderSetting<f32, 16> m_light_mvp_setting;
CachedVertexShaderSetting<f32> m_map_resolution_setting;
CachedVertexShaderSetting<f32> m_max_far_setting;
CachedPixelShaderSetting<s32> m_color_map_sampler_setting;
CachedVertexShaderSetting<f32> m_perspective_bias0;
CachedVertexShaderSetting<f32> m_perspective_bias1;
CachedVertexShaderSetting<f32> m_perspective_zbias;
};