pssmLightShadowMap.h 3.0 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _PSSMLIGHTSHADOWMAP_H_
  23. #define _PSSMLIGHTSHADOWMAP_H_
  24. #ifndef _LIGHTSHADOWMAP_H_
  25. #include "lighting/shadowMap/lightShadowMap.h"
  26. #endif
  27. #ifndef _MATHUTIL_FRUSTUM_H_
  28. #include "math/util/frustum.h"
  29. #endif
  30. class PSSMLightShadowMap : public LightShadowMap
  31. {
  32. typedef LightShadowMap Parent;
  33. public:
  34. PSSMLightShadowMap( LightInfo *light );
  35. // LightShadowMap
  36. virtual ShadowType getShadowType() const { return ShadowType_PSSM; }
  37. virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
  38. virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
  39. /// Used to scale TSShapeInstance::smDetailAdjust to have
  40. /// objects lod quicker when in the PSSM shadow.
  41. /// @see TSShapeInstance::smDetailAdjust
  42. static F32 smDetailAdjustScale;
  43. /// Like TSShapeInstance::smSmallestVisiblePixelSize this is used
  44. /// to define the smallest LOD to render.
  45. /// @see TSShapeInstance::smSmallestVisiblePixelSize
  46. static F32 smSmallestVisiblePixelSize;
  47. protected:
  48. void _setNumSplits( U32 numSplits, U32 texSize );
  49. void _calcSplitPos(const Frustum& currFrustum);
  50. Box3F _calcClipSpaceAABB(const Frustum& f, const MatrixF& transform, F32 farDist);
  51. void _calcPlanesCullForShadowCasters(Vector< Vector<PlaneF> > &out, const Frustum &viewFrustum, const Point3F &_ligthDir);
  52. void _roundProjection(const MatrixF& lightMat, const MatrixF& cropMatrix, Point3F &offset, U32 splitNum);
  53. static const S32 MAX_SPLITS = 4;
  54. U32 mNumSplits;
  55. F32 mSplitDist[MAX_SPLITS+1]; // +1 because we store a cap
  56. RectI mViewports[MAX_SPLITS];
  57. Point3F mScaleProj[MAX_SPLITS];
  58. Point3F mOffsetProj[MAX_SPLITS];
  59. Point4F mFarPlaneScalePSSM;
  60. F32 mLogWeight;
  61. };
  62. #endif