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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 _PSSMLIGHTSHADOWMAP_H_
- #define _PSSMLIGHTSHADOWMAP_H_
- #ifndef _LIGHTSHADOWMAP_H_
- #include "lighting/shadowMap/lightShadowMap.h"
- #endif
- #ifndef _MATHUTIL_FRUSTUM_H_
- #include "math/util/frustum.h"
- #endif
- class PSSMLightShadowMap : public LightShadowMap
- {
- typedef LightShadowMap Parent;
- public:
- PSSMLightShadowMap( LightInfo *light );
- // LightShadowMap
- virtual ShadowType getShadowType() const { return ShadowType_PSSM; }
- virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
- virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
- /// Used to scale TSShapeInstance::smDetailAdjust to have
- /// objects lod quicker when in the PSSM shadow.
- /// @see TSShapeInstance::smDetailAdjust
- static F32 smDetailAdjustScale;
- /// Like TSShapeInstance::smSmallestVisiblePixelSize this is used
- /// to define the smallest LOD to render.
- /// @see TSShapeInstance::smSmallestVisiblePixelSize
- static F32 smSmallestVisiblePixelSize;
- protected:
- void _setNumSplits( U32 numSplits, U32 texSize );
- void _calcSplitPos(const Frustum& currFrustum);
- Box3F _calcClipSpaceAABB(const Frustum& f, const MatrixF& transform, F32 farDist);
- void _calcPlanesCullForShadowCasters(Vector< Vector<PlaneF> > &out, const Frustum &viewFrustum, const Point3F &_ligthDir);
- void _roundProjection(const MatrixF& lightMat, const MatrixF& cropMatrix, Point3F &offset, U32 splitNum);
- static const S32 MAX_SPLITS = 4;
- U32 mNumSplits;
- F32 mSplitDist[MAX_SPLITS+1]; // +1 because we store a cap
- RectI mViewports[MAX_SPLITS];
- Point3F mScaleProj[MAX_SPLITS];
- Point3F mOffsetProj[MAX_SPLITS];
- Point4F mFarPlaneScalePSSM;
- F32 mLogWeight;
- };
- #endif
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