123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202 |
- //-----------------------------------------------------------------------------
- // 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/cubeLightShadowMap.h"
- #include "lighting/shadowMap/shadowMapManager.h"
- #include "lighting/common/lightMapParams.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "gfx/gfxDevice.h"
- #include "gfx/gfxTransformSaver.h"
- #include "gfx/gfxDebugEvent.h"
- #include "renderInstance/renderPassManager.h"
- #include "materials/materialDefinition.h"
- #include "gfx/util/gfxFrustumSaver.h"
- #include "math/mathUtils.h"
- CubeLightShadowMap::CubeLightShadowMap( LightInfo *light )
- : Parent( light )
- {
- }
- bool CubeLightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc )
- {
- if ( currTexFlag == Material::DynamicLight )
- {
- S32 reg = lsc->mShadowMapSC->getSamplerRegister();
- if ( reg != -1 )
- GFX->setCubeTexture( reg, mCubemap );
- return true;
- }
- return false;
- }
- void CubeLightShadowMap::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 ) );
- }
- void CubeLightShadowMap::releaseTextures()
- {
- Parent::releaseTextures();
- mCubemap = NULL;
- }
- void CubeLightShadowMap::_render( RenderPassManager* renderPass,
- const SceneRenderState *diffuseState )
- {
- PROFILE_SCOPE( CubeLightShadowMap_Render );
- const LightMapParams *lmParams = mLight->getExtended<LightMapParams>();
- const bool bUseLightmappedGeometry = lmParams ? !lmParams->representedInLightmap || lmParams->includeLightmappedGeometryInShadow : true;
- const U32 texSize = getBestTexSize();
- if ( mCubemap.isNull() ||
- mTexSize != texSize )
- {
- mTexSize = texSize;
- mCubemap = GFX->createCubemap();
- mCubemap->initDynamic( mTexSize, LightShadowMap::ShadowMapFormat );
- }
- // Setup the world to light projection which is used
- // in the shader to transform the light vector for the
- // shadow lookup.
- mWorldToLightProj = mLight->getTransform();
- mWorldToLightProj.inverse();
- // Set up frustum and visible distance
- GFXFrustumSaver fsaver;
- GFXTransformSaver saver;
- {
- F32 left, right, top, bottom;
- MathUtils::makeFrustum( &left, &right, &top, &bottom, M_HALFPI_F, 1.0f, 0.1f );
- GFX->setFrustum( left, right, bottom, top, 0.1f, mLight->getRange().x );
- }
- // Render the shadowmap!
- GFX->pushActiveRenderTarget();
- for( U32 i = 0; i < 6; i++ )
- {
- // Standard view that will be overridden below.
- VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
- switch( i )
- {
- case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
- vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
- vUpVec = VectorF(0.0f, 1.0f, 0.0f);
- break;
- case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
- vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
- vUpVec = VectorF(0.0f, 1.0f, 0.0f);
- break;
- case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
- vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
- vUpVec = VectorF(0.0f, 0.0f,-1.0f);
- break;
- case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
- vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
- vUpVec = VectorF(0.0f, 0.0f, 1.0f);
- break;
- case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
- vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
- vUpVec = VectorF(0.0f, 1.0f, 0.0f);
- break;
- case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
- vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
- vUpVec = VectorF(0.0f, 1.0f, 0.0f);
- break;
- }
- GFXDEBUGEVENT_START( CubeLightShadowMap_Render_Face, ColorI::RED );
- // create camera matrix
- VectorF cross = mCross(vUpVec, vLookatPt);
- cross.normalizeSafe();
- MatrixF lightMatrix(true);
- lightMatrix.setColumn(0, cross);
- lightMatrix.setColumn(1, vLookatPt);
- lightMatrix.setColumn(2, vUpVec);
- lightMatrix.setPosition( mLight->getPosition() );
- lightMatrix.inverse();
- GFX->setWorldMatrix( lightMatrix );
- mTarget->attachTexture(GFXTextureTarget::Color0, mCubemap, i);
- mTarget->attachTexture(GFXTextureTarget::DepthStencil, _getDepthTarget( mTexSize, mTexSize ));
- GFX->setActiveRenderTarget(mTarget);
- GFX->clear( GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI(255,255,255,255), 1.0f, 0 );
- // Create scene state, prep it
- 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 );
- // Resolve this face
- mTarget->resolve();
- GFXDEBUGEVENT_END();
- }
- GFX->popActiveRenderTarget();
- }
|