//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _PSSMLIGHTSHADOWMAP_H_ #define _PSSMLIGHTSHADOWMAP_H_ #ifndef _LIGHTSHADOWMAP_H_ #include "lighting/shadowMap/lightShadowMap.h" #endif #ifndef _MATHUTIL_FRUSTUM_H_ #include "math/util/frustum.h" #endif class PSSMLightShadowMap : public LightShadowMap { typedef LightShadowMap Parent; public: PSSMLightShadowMap( LightInfo *light ); // LightShadowMap virtual ShadowType getShadowType() const { return ShadowType_PSSM; } virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ); virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc); /// Used to scale TSShapeInstance::smDetailAdjust to have /// objects lod quicker when in the PSSM shadow. /// @see TSShapeInstance::smDetailAdjust static F32 smDetailAdjustScale; /// Like TSShapeInstance::smSmallestVisiblePixelSize this is used /// to define the smallest LOD to render. /// @see TSShapeInstance::smSmallestVisiblePixelSize static F32 smSmallestVisiblePixelSize; protected: void _setNumSplits( U32 numSplits, U32 texSize ); void _calcSplitPos(const Frustum& currFrustum); Box3F _calcClipSpaceAABB(const Frustum& f, const MatrixF& transform, F32 farDist); void _calcPlanesCullForShadowCasters(Vector< Vector > &out, const Frustum &viewFrustum, const Point3F &_ligthDir); void _roundProjection(const MatrixF& lightMat, const MatrixF& cropMatrix, Point3F &offset, U32 splitNum); static const S32 MAX_SPLITS = 4; U32 mNumSplits; F32 mSplitDist[MAX_SPLITS+1]; // +1 because we store a cap RectI mViewports[MAX_SPLITS]; Point3F mScaleProj[MAX_SPLITS]; Point3F mOffsetProj[MAX_SPLITS]; Point4F mFarPlaneScalePSSM; F32 mLogWeight; }; #endif