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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/dualParaboloidLightShadowMap.h"
- #include "lighting/common/lightMapParams.h"
- #include "lighting/shadowMap/shadowMapManager.h"
- #include "math/mathUtils.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "gfx/gfxDebugEvent.h"
- #include "gfx/gfxDevice.h"
- #include "gfx/gfxTransformSaver.h"
- #include "gfx/util/gfxFrustumSaver.h"
- #include "renderInstance/renderPassManager.h"
- #include "materials/materialDefinition.h"
- #include "math/util/matrixSet.h"
- DualParaboloidLightShadowMap::DualParaboloidLightShadowMap( LightInfo *light )
- : Parent( light )
- {
- }
- void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
- const SceneRenderState *diffuseState )
- {
- PROFILE_SCOPE(DualParaboloidLightShadowMap_render);
- const ShadowMapParams *p = mLight->getExtended<ShadowMapParams>();
- const LightMapParams *lmParams = mLight->getExtended<LightMapParams>();
- const bool bUseLightmappedGeometry = lmParams ? !lmParams->representedInLightmap || lmParams->includeLightmappedGeometryInShadow : true;
- const U32 texSize = getBestTexSize( 2 );
- if ( mShadowMapTex.isNull() ||
- mTexSize != texSize )
- {
- mTexSize = texSize;
- mShadowMapTex.set( mTexSize * 2, mTexSize,
- ShadowMapFormat, &ShadowMapProfile,
- "DualParaboloidLightShadowMap" );
- mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
- }
- GFXFrustumSaver frustSaver;
- GFXTransformSaver saver;
- // Set and Clear target
- GFX->pushActiveRenderTarget();
- mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex);
- mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
- GFX->setActiveRenderTarget(mTarget);
- GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 1.0f, 0);
- const bool bUseSinglePassDPM = (p->shadowType == ShadowType_DualParaboloidSinglePass);
- // Set up matrix and visible distance
- mWorldToLightProj = mLight->getTransform();
- mWorldToLightProj.inverse();
- const F32 &lightRadius = mLight->getRange().x;
- const F32 paraboloidNearPlane = 0.01f;
- const F32 renderPosOffset = 0.01f;
-
- // Alter for creation of scene state if this is a single pass map
- if(bUseSinglePassDPM)
- {
- VectorF camDir;
- MatrixF temp = mLight->getTransform();
- temp.getColumn(1, &camDir);
- temp.setPosition(mLight->getPosition() - camDir * (lightRadius + renderPosOffset));
- temp.inverse();
- GFX->setWorldMatrix(temp);
- GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, 2.0f * lightRadius, true);
- }
- else
- {
- VectorF camDir;
- MatrixF temp = mLight->getTransform();
- temp.getColumn(1, &camDir);
- temp.setPosition(mLight->getPosition() - camDir * renderPosOffset);
- temp.inverse();
- GFX->setWorldMatrix(temp);
- GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, lightRadius, true);
- }
- SceneManager* sceneManager = diffuseState->getSceneManager();
-
- // Front map render
- {
- SceneRenderState frontMapRenderState
- (
- sceneManager,
- SPT_Shadow,
- SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
- renderPass
- );
- frontMapRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
- frontMapRenderState.renderNonLightmappedMeshes( true );
- frontMapRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
- frontMapRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
- frontMapRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
- if(bUseSinglePassDPM)
- {
- GFX->setWorldMatrix(mWorldToLightProj);
- frontMapRenderState.getRenderPass()->getMatrixSet().setSceneView(mWorldToLightProj);
- GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, lightRadius, true);
- }
- GFXDEBUGEVENT_SCOPE( DualParaboloidLightShadowMap_Render_FrontFacingParaboloid, ColorI::RED );
- mShadowMapScale.set(0.5f, 1.0f);
- mShadowMapOffset.set(-0.5f, 0.0f);
- sceneManager->renderSceneNoLights( &frontMapRenderState, SHADOW_TYPEMASK );
- _debugRender( &frontMapRenderState );
- }
-
- // Back map render
- if(!bUseSinglePassDPM)
- {
- GFXDEBUGEVENT_SCOPE( DualParaboloidLightShadowMap_Render_BackFacingParaboloid, ColorI::RED );
- mShadowMapScale.set(0.5f, 1.0f);
- mShadowMapOffset.set(0.5f, 0.0f);
- // Invert direction on camera matrix
- VectorF right, forward;
- MatrixF temp = mLight->getTransform();
- temp.getColumn( 1, &forward );
- temp.getColumn( 0, &right );
- forward *= -1.0f;
- right *= -1.0f;
- temp.setColumn( 1, forward );
- temp.setColumn( 0, right );
- temp.setPosition(mLight->getPosition() - forward * -renderPosOffset);
- temp.inverse();
- GFX->setWorldMatrix(temp);
- // Create an inverted scene state for the back-map
- SceneRenderState backMapRenderState
- (
- sceneManager,
- SPT_Shadow,
- SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
- renderPass
- );
- backMapRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
- backMapRenderState.renderNonLightmappedMeshes( true );
- backMapRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
- backMapRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
- backMapRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
- backMapRenderState.getRenderPass()->getMatrixSet().setSceneView(temp);
- // Draw scene
- sceneManager->renderSceneNoLights( &backMapRenderState );
- _debugRender( &backMapRenderState );
- }
- mTarget->resolve();
- GFX->popActiveRenderTarget();
- }
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