#pragma once // Copyright 2023 Sony Interactive Entertainment. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // If you have feedback, or found this code useful, we'd love to hear from you. // https://www.bendstudio.com // https://www.twitter.com/bendstudio // // We are *always* looking for talented graphics and technical programmers! // https://www.bendstudio.com/careers // Common screen space shadow projection code (CPU): //-------------------------------------------------------------- namespace Bend { // Generating a screen-space-shadow requires a number of Compute Shader dispatches // The compute shader reads from a depth buffer, and writes a single-channel texture of the same dimensions // Each dispatch is of the same compute shader, (see bend_sss_gpu.h). // The number of dispatches required varies based on the on-screen location of the light. // Typically there will be just one or two dispatches when the light is off-screen, and 4 to 6 when the light is on-screen. // Syncing the GPU between individual dispatches is not required // These structures and function are used to generate the number of dispatches, the wave count of each dispatch (X/Y/Z) and shader parameters for each dispatch struct DispatchData { int WaveCount[3]; // Compute Shader Dispatch(X,Y,Z) wave counts X/Y/Z int WaveOffset_Shader[2]; // This value is passed in to shader. It will be different for each dispatch }; struct DispatchList { float LightCoordinate_Shader[4]; // This value is passed in to shader, this will be the same value for all dispatches for this light DispatchData Dispatch[8]; // List of dispatches (max count is 8) int DispatchCount; // Number of compute dispatches written to the list }; // Helper functions inline int bend_min(const int a, const int b) { return a > b ? b : a; } inline int bend_max(const int a, const int b) { return a > b ? a : b; } // Call this function on the CPU to get a list of Compute Shader dispatches required to generate a screen-space shadow for a given light // Syncing the GPU between individual dispatches is not required // // inLightProjection: Homogeneous coordinate of the light, result of {light} * {ViewProjectionMatrix}, (without W divide) // For infinite directional lights, use {light} = float4(normalized light direction, 0) and for point/spot lights use {light} = float4(light world position, 1) // // inViewportSize: width/height of the render target // // inRenderBounds: 2D Screen Bounds of the light within the viewport, inclusive. [0,0], [width,height] for full-screen. // Note; the shader will still read/write outside of these bounds (by a maximum of 2 * WAVE_SIZE pixels), due to how the wavefront projection works. // // inExpandedDepthRange: Set to true if the rendering API expects z/w coordinate output from a vertex shader to be a [-1,+1] expanded range, and becomes [0,1] range in the depth buffer. Typically this is false. // // inWaveSize: Wavefront size of the compiled compute shader (currently only tested with 64) // DispatchList BuildDispatchList(float inLightProjection[4], int inViewportSize[2], int inMinRenderBounds[2], int inMaxRenderBounds[2], bool inExpandedZRange = false, int inWaveSize = 64) { DispatchList result = {}; // Floating point division in the shader has a practical limit for precision when the light is *very* far off screen (~1m pixels+) // So when computing the light XY coordinate, use an adjusted w value to handle these extreme values float xy_light_w = inLightProjection[3]; float FP_limit = 0.000002f * (float)inWaveSize; if (xy_light_w >= 0 && xy_light_w < FP_limit) xy_light_w = FP_limit; else if (xy_light_w < 0 && xy_light_w > -FP_limit) xy_light_w = -FP_limit; // Need precise XY pixel coordinates of the light result.LightCoordinate_Shader[0] = ((inLightProjection[0] / xy_light_w) * +0.5f + 0.5f) * (float)inViewportSize[0]; result.LightCoordinate_Shader[1] = ((inLightProjection[1] / xy_light_w) * -0.5f + 0.5f) * (float)inViewportSize[1]; result.LightCoordinate_Shader[2] = inLightProjection[3] == 0 ? 0 : (inLightProjection[2] / inLightProjection[3]); result.LightCoordinate_Shader[3] = inLightProjection[3] > 0 ? 1 : -1; if (inExpandedZRange) { result.LightCoordinate_Shader[2] = result.LightCoordinate_Shader[2] * 0.5f + 0.5f; } int light_xy[2] = { (int)(result.LightCoordinate_Shader[0] + 0.5f), (int)(result.LightCoordinate_Shader[1] + 0.5f) }; // Make the bounds inclusive, relative to the light const int biased_bounds[4] = { inMinRenderBounds[0] - light_xy[0], -(inMaxRenderBounds[1] - light_xy[1]), inMaxRenderBounds[0] - light_xy[0], -(inMinRenderBounds[1] - light_xy[1]), }; // Process 4 quadrants around the light center, // They each form a rectangle with one corner on the light XY coordinate // If the rectangle isn't square, it will need breaking in two on the larger axis // 0 = bottom left, 1 = bottom right, 2 = top left, 2 = top right for (int q = 0; q < 4; q++) { // Quads 0 and 3 needs to be +1 vertically, 1 and 2 need to be +1 horizontally bool vertical = q == 0 || q == 3; // Bounds relative to the quadrant const int bounds[4] = { bend_max(0, ((q & 1) ? biased_bounds[0] : -biased_bounds[2])) / inWaveSize, bend_max(0, ((q & 2) ? biased_bounds[1] : -biased_bounds[3])) / inWaveSize, bend_max(0, (((q & 1) ? biased_bounds[2] : -biased_bounds[0]) + inWaveSize * (vertical ? 1 : 2) - 1)) / inWaveSize, bend_max(0, (((q & 2) ? biased_bounds[3] : -biased_bounds[1]) + inWaveSize * (vertical ? 2 : 1) - 1)) / inWaveSize, }; if ((bounds[2] - bounds[0]) > 0 && (bounds[3] - bounds[1]) > 0) { int bias_x = (q == 2 || q == 3) ? 1 : 0; int bias_y = (q == 1 || q == 3) ? 1 : 0; DispatchData& disp = result.Dispatch[result.DispatchCount++]; disp.WaveCount[0] = inWaveSize; disp.WaveCount[1] = bounds[2] - bounds[0]; disp.WaveCount[2] = bounds[3] - bounds[1]; disp.WaveOffset_Shader[0] = ((q & 1) ? bounds[0] : -bounds[2]) + bias_x; disp.WaveOffset_Shader[1] = ((q & 2) ? -bounds[3] : bounds[1]) + bias_y; // We want the far corner of this quadrant relative to the light, // as we need to know where the diagonal light ray intersects with the edge of the bounds int axis_delta = +biased_bounds[0] - biased_bounds[1]; if (q == 1) axis_delta = +biased_bounds[2] + biased_bounds[1]; if (q == 2) axis_delta = -biased_bounds[0] - biased_bounds[3]; if (q == 3) axis_delta = -biased_bounds[2] + biased_bounds[3]; axis_delta = (axis_delta + inWaveSize - 1) / inWaveSize; if (axis_delta > 0) { DispatchData& disp2 = result.Dispatch[result.DispatchCount++]; // Take copy of current volume disp2 = disp; if (q == 0) { // Split on Y, split becomes -1 larger on x disp2.WaveCount[2] = bend_min(disp.WaveCount[2], axis_delta); disp.WaveCount[2] -= disp2.WaveCount[2]; disp2.WaveOffset_Shader[1] = disp.WaveOffset_Shader[1] + disp.WaveCount[2]; disp2.WaveOffset_Shader[0]--; disp2.WaveCount[1] ++; } if (q == 1) { // Split on X, split becomes +1 larger on y disp2.WaveCount[1] = bend_min(disp.WaveCount[1], axis_delta); disp.WaveCount[1] -= disp2.WaveCount[1]; disp2.WaveOffset_Shader[0] = disp.WaveOffset_Shader[0] + disp.WaveCount[1]; disp2.WaveCount[2] ++; } if (q == 2) { // Split on X, split becomes -1 larger on y disp2.WaveCount[1] = bend_min(disp.WaveCount[1], axis_delta); disp.WaveCount[1] -= disp2.WaveCount[1]; disp.WaveOffset_Shader[0] += disp2.WaveCount[1]; disp2.WaveCount[2] ++; disp2.WaveOffset_Shader[1]--; } if (q == 3) { // Split on Y, split becomes +1 larger on x disp2.WaveCount[2] = bend_min(disp.WaveCount[2], axis_delta); disp.WaveCount[2] -= disp2.WaveCount[2]; disp.WaveOffset_Shader[1] += disp2.WaveCount[2]; disp2.WaveCount[1] ++; } // Remove if too small if (disp2.WaveCount[1] <= 0 || disp2.WaveCount[2] <= 0) { disp2 = result.Dispatch[--result.DispatchCount]; } if (disp.WaveCount[1] <= 0 || disp.WaveCount[2] <= 0) { disp = result.Dispatch[--result.DispatchCount]; } } } } // Scale the shader values by the wave count, the shader expects this for (int i = 0; i < result.DispatchCount; i++) { result.Dispatch[i].WaveOffset_Shader[0] *= inWaveSize; result.Dispatch[i].WaveOffset_Shader[1] *= inWaveSize; } return result; } } /* * Common Problems, and tips to solve them: * * The shader doesn't compile? * - The shader is only tested with HLSL (DXC compiler) and PS5 using a HLSL->PS5 warpper * It should be possible to compile for DX11 with FXC, with features removed (early-out's use of wave intrinsics is not supported in DX11) * Other shader languages (e.g., glsl) are unsupported and will require manual conversion * * I have it compiled and running, but I'm seeing complete nonsense? * - Start by enabling 'DebugOutputWaveIndex' to visualize the wavefront layout. * You should see wavefronts aligned and projected towards the light position / direction. If not, then 'inLightProjection' is probably wrong. * * Struggling to get 'inLightProjection' right? * - Think of this as similar to what a vertex-shader would output for position export; that is, a 4-component transformed position (e.g., SV_POSITION output from the VS) * This usually means: * inLightProjection = float4(position,1) * ViewProjectionMatrix - positional light * or: * inLightProjection = float4(direction,0) * ViewProjectionMatrix - directional light * * Almost everything is in shadow? * Is the background around an object casting a shadow on to it? * Does everything look like a weird paper cut-out? * There is a big shadow halo around the light source? * - FarDepthValue / NearDepthValue may not be set correctly * These are the values you'd see in the depth buffer for objects at the near and far clip plane (typically far = 0, near = 1) * In very rare cases, the vertex shader may be expected to output a [-1,+1] z-range, which becomes [0,1] in the depth buffer. If this is the case, enable 'inExpandedZRange'. * * There are small glitchy lines all over the output? * - Try with/without 'USE_HALF_PIXEL_OFFSET' defined in the shader. This is enabled by default for HLSL. * * Invalid shadows occasionally appear from offscreen / at the edge of the screen? * - The 'PointBorderSampler' may not be setup correctly. The shader will intentionally read from offscreen, so the sampler must return an invalid value (e.g., FarDepthValue) in these cases by using clamp-to-border. * * Light is always coming from the same direction no matter how I rotate the camera? * - You may be using just the ProjectionMatrix, not the ViewProjectionMatrix when computing 'inLightProjection'. * * Shadow is extremely thick, or very faded? * - Try scaling 'SurfaceThickness' up and down, start with 0.005, and scale up/down in multiples of 2. Make sure to scale BilinearThreshold in a similar way. * * I see lots of striated patterns on flat surfaces? * - 'BilinearThreshold' may not be set to an ideal value (enable 'DebugOutputEdgeMask' to debug it), or try enabling 'IgnoreEdgePixels' * - These issues can be more common in otherwise occluded areas when BilinearSamplingOffsetMode is false, and may be prevalent if visualizing the shadow - but not noticeable in a lit scene. */