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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "lighting/shadowMap/singleLightShadowMap.h"
- #include "lighting/shadowMap/shadowMapManager.h"
- #include "lighting/common/lightMapParams.h"
- #include "console/console.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- //#include "scene/sceneReflectPass.h"
- #include "gfx/gfxDevice.h"
- #include "gfx/util/gfxFrustumSaver.h"
- #include "gfx/gfxTransformSaver.h"
- #include "renderInstance/renderPassManager.h"
- SingleLightShadowMap::SingleLightShadowMap( LightInfo *light )
- : LightShadowMap( light )
- {
- }
- SingleLightShadowMap::~SingleLightShadowMap()
- {
- releaseTextures();
- }
- void SingleLightShadowMap::_render( RenderPassManager* renderPass,
- const SceneRenderState *diffuseState )
- {
- PROFILE_SCOPE(SingleLightShadowMap_render);
- const LightMapParams *lmParams = mLight->getExtended<LightMapParams>();
- const bool bUseLightmappedGeometry = lmParams ? !lmParams->representedInLightmap || lmParams->includeLightmappedGeometryInShadow : true;
- const U32 texSize = getBestTexSize();
- if ( mShadowMapTex.isNull() ||
- mTexSize != texSize )
- {
- mTexSize = texSize;
- mShadowMapTex.set( mTexSize, mTexSize,
- ShadowMapFormat, &ShadowMapProfile,
- "SingleLightShadowMap" );
- }
- GFXFrustumSaver frustSaver;
- GFXTransformSaver saver;
- MatrixF lightMatrix;
- calcLightMatrices( lightMatrix, diffuseState->getCameraFrustum() );
- lightMatrix.inverse();
- GFX->setWorldMatrix(lightMatrix);
- const MatrixF& lightProj = GFX->getProjectionMatrix();
- mWorldToLightProj = lightProj * lightMatrix;
- // Render the shadowmap!
- GFX->pushActiveRenderTarget();
- mTarget->attachTexture( GFXTextureTarget::Color0, mShadowMapTex );
- mTarget->attachTexture( GFXTextureTarget::DepthStencil,
- _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
- GFX->setActiveRenderTarget(mTarget);
- GFX->clear(GFXClearStencil | GFXClearZBuffer | GFXClearTarget, ColorI(255,255,255), 1.0f, 0);
- SceneManager* sceneManager = diffuseState->getSceneManager();
-
- SceneRenderState shadowRenderState
- (
- sceneManager,
- SPT_Shadow,
- SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
- renderPass
- );
- shadowRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
- shadowRenderState.renderNonLightmappedMeshes( true );
- shadowRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
- shadowRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
- shadowRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
- sceneManager->renderSceneNoLights( &shadowRenderState, SHADOW_TYPEMASK );
- _debugRender( &shadowRenderState );
- mTarget->resolve();
- GFX->popActiveRenderTarget();
- }
- void SingleLightShadowMap::setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc)
- {
- if ( lsc->mTapRotationTexSC->isValid() )
- GFX->setTexture( lsc->mTapRotationTexSC->getSamplerRegister(),
- SHADOWMGR->getTapRotationTex() );
- ShadowMapParams *p = mLight->getExtended<ShadowMapParams>();
- if ( lsc->mLightParamsSC->isValid() )
- {
- Point4F lightParams( mLight->getRange().x,
- p->overDarkFactor.x,
- 0.0f,
- 0.0f );
- params->set(lsc->mLightParamsSC, lightParams);
- }
- // The softness is a factor of the texel size.
- params->setSafe( lsc->mShadowSoftnessConst, p->shadowSoftness * ( 1.0f / mTexSize ) );
- }
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