//----------------------------------------------------------------------------- // 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 _PROJECTEDSHADOW_H_ #define _PROJECTEDSHADOW_H_ #ifndef _DEPTHSORTLIST_H_ #include "collision/depthSortList.h" #endif #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef _TSSHAPEINSTANCE_H_ #include "ts/tsShapeInstance.h" #endif #ifndef _LIGHTINGSYSTEM_SHADOWBASE_H_ #include "lighting/common/shadowBase.h" #endif class ShapeBase; class LightInfo; class DecalData; class DecalInstance; class RenderPassManager; class PostEffect; class RenderMeshMgr; class CustomMaterial; class BaseMatInstance; class MaterialParameterHandle; GFX_DeclareTextureProfile( BLProjectedShadowProfile ); GFX_DeclareTextureProfile( BLProjectedShadowZProfile ); class ProjectedShadow : public ShadowBase { protected: /// This parameter is used to /// adjust the far plane out for our /// orthographic render in order to /// force our object towards one end of the /// the eye space depth range. static F32 smDepthAdjust; F32 mRadius; MatrixF mWorldToLight; U32 mLastRenderTime; F32 mShadowLength; F32 mScore; bool mUpdateTexture; Point3F mLastObjectScale; Point3F mLastObjectPosition; VectorF mLastLightDir; DecalData *mDecalData; DecalInstance *mDecalInstance; SceneObject *mParentObject; ShapeBase *mShapeBase; MaterialParameterHandle *mCasterPositionSC; MaterialParameterHandle *mShadowLengthSC; static SimObjectPtr smRenderPass; static SimObjectPtr smShadowFilter; static RenderPassManager* _getRenderPass(); GFXTexHandle mShadowTexture; GFXTextureTargetRef mRenderTarget; GFXTextureObject* _getDepthTarget( U32 width, U32 height ); void _renderToTexture( F32 camDist, const TSRenderState &rdata ); bool _updateDecal( const SceneRenderState *sceneState ); void _calcScore( const SceneRenderState *state ); /// Returns a spotlight shadow material for use when /// rendering meshes into the projected shadow. static BaseMatInstance* _getShadowMaterial( BaseMatInstance *inMat ); public: /// @see DecalData static F32 smFadeStartPixelSize; static F32 smFadeEndPixelSize; ProjectedShadow( SceneObject *object ); virtual ~ProjectedShadow(); bool shouldRender( const SceneRenderState *state ); void update( const SceneRenderState *state ); void render( F32 camDist, const TSRenderState &rdata ); U32 getLastRenderTime() const { return mLastRenderTime; } const F32 getScore() const { return mScore; } }; #endif // _PROJECTEDSHADOW_H_