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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.
- //-----------------------------------------------------------------------------
- #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<RenderPassManager> smRenderPass;
- static SimObjectPtr<PostEffect> 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_
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