BsShadowRendering.h 23 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsRenderBeastPrerequisites.h"
  5. #include "BsModule.h"
  6. #include "BsMatrix4.h"
  7. #include "BsConvexVolume.h"
  8. #include "BsParamBlocks.h"
  9. #include "BsRendererMaterial.h"
  10. #include "BsTextureAtlasLayout.h"
  11. #include "BsLight.h"
  12. #include "BsLightRendering.h"
  13. namespace bs { namespace ct
  14. {
  15. struct FrameInfo;
  16. class RendererLight;
  17. class RendererScene;
  18. struct ShadowInfo;
  19. /** @addtogroup RenderBeast
  20. * @{
  21. */
  22. /** Number of frustum splits when rendering cascaded shadow maps. */
  23. const UINT32 NUM_CASCADE_SPLITS = 4;
  24. BS_PARAM_BLOCK_BEGIN(ShadowParamsDef)
  25. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatViewProj)
  26. BS_PARAM_BLOCK_ENTRY(Vector2, gNDCZToDeviceZ)
  27. BS_PARAM_BLOCK_ENTRY(float, gDepthBias)
  28. BS_PARAM_BLOCK_ENTRY(float, gInvDepthRange)
  29. BS_PARAM_BLOCK_END
  30. extern ShadowParamsDef gShadowParamsDef;
  31. /** Material used for rendering a single face of a shadow map. */
  32. class ShadowDepthNormalMat : public RendererMaterial<ShadowDepthNormalMat>
  33. {
  34. RMAT_DEF("ShadowDepthNormal.bsl");
  35. public:
  36. ShadowDepthNormalMat();
  37. /** Binds the material to the pipeline, ready to be used on subsequent draw calls. */
  38. void bind(const SPtr<GpuParamBlockBuffer>& shadowParams);
  39. /** Sets a new buffer that determines per-object properties. */
  40. void setPerObjectBuffer(const SPtr<GpuParamBlockBuffer>& perObjectParams);
  41. };
  42. /** Material used for rendering a single face of a shadow map, for a directional light. */
  43. class ShadowDepthDirectionalMat : public RendererMaterial<ShadowDepthDirectionalMat>
  44. {
  45. RMAT_DEF("ShadowDepthDirectional.bsl");
  46. public:
  47. ShadowDepthDirectionalMat();
  48. /** Binds the material to the pipeline, ready to be used on subsequent draw calls. */
  49. void bind(const SPtr<GpuParamBlockBuffer>& shadowParams);
  50. /** Sets a new buffer that determines per-object properties. */
  51. void setPerObjectBuffer(const SPtr<GpuParamBlockBuffer>& perObjectParams);
  52. };
  53. BS_PARAM_BLOCK_BEGIN(ShadowCubeMatricesDef)
  54. BS_PARAM_BLOCK_ENTRY_ARRAY(Matrix4, gFaceVPMatrices, 6)
  55. BS_PARAM_BLOCK_END
  56. extern ShadowCubeMatricesDef gShadowCubeMatricesDef;
  57. BS_PARAM_BLOCK_BEGIN(ShadowCubeMasksDef)
  58. BS_PARAM_BLOCK_ENTRY_ARRAY(int, gFaceMasks, 6)
  59. BS_PARAM_BLOCK_END
  60. extern ShadowCubeMasksDef gShadowCubeMasksDef;
  61. /** Material used for rendering an omni directional cube shadow map. */
  62. class ShadowDepthCubeMat : public RendererMaterial<ShadowDepthCubeMat>
  63. {
  64. RMAT_DEF("ShadowDepthCube.bsl");
  65. public:
  66. ShadowDepthCubeMat();
  67. /** Binds the material to the pipeline, ready to be used on subsequent draw calls. */
  68. void bind(const SPtr<GpuParamBlockBuffer>& shadowParams, const SPtr<GpuParamBlockBuffer>& shadowCubeParams);
  69. /** Sets a new buffer that determines per-object properties. */
  70. void setPerObjectBuffer(const SPtr<GpuParamBlockBuffer>& perObjectParams,
  71. const SPtr<GpuParamBlockBuffer>& shadowCubeMasks);
  72. };
  73. BS_PARAM_BLOCK_BEGIN(ShadowProjectVertParamsDef)
  74. BS_PARAM_BLOCK_ENTRY(Vector4, gPositionAndScale)
  75. BS_PARAM_BLOCK_END
  76. extern ShadowProjectVertParamsDef gShadowProjectVertParamsDef;
  77. /** Material used for populating the stencil buffer when projecting non-omnidirectional shadows. */
  78. template<bool Directional, bool ZFailStencil>
  79. class ShadowProjectStencilMat : public RendererMaterial<ShadowProjectStencilMat<Directional, ZFailStencil>>
  80. {
  81. RMAT_DEF("ShadowProjectStencil.bsl");
  82. public:
  83. ShadowProjectStencilMat();
  84. /** Binds the material and its parameters to the pipeline. */
  85. void bind(const SPtr<GpuParamBlockBuffer>& perCamera);
  86. private:
  87. SPtr<GpuParamBlockBuffer> mVertParams;
  88. };
  89. /** Contains all variations of the ShadowProjectStencilMat material. */
  90. class ShadowProjectStencilMaterials
  91. {
  92. public:
  93. /**
  94. * Binds a shader that can be used for populating the stencil buffer during non-omnidirectional shadow rendering.
  95. *
  96. * @param[in] directional Set to true if shadows from a directional light are being rendered.
  97. * @param[in] useZFailStencil If true the material will use z-fail operation to modify the stencil buffer. If
  98. * false z-pass will be used instead. Z-pass is a more performant alternative as it
  99. * doesn't disable hi-z optimization, but it cannot handle the case when the viewer is
  100. * inside the drawn geometry.
  101. * @param[in] perCamera Buffer containing information about the current view.
  102. */
  103. void bind(bool directional, bool useZFailStencil, const SPtr<GpuParamBlockBuffer>& perCamera);
  104. private:
  105. ShadowProjectStencilMat<true, true> mTT;
  106. ShadowProjectStencilMat<false, true> mFT;
  107. ShadowProjectStencilMat<false, false> mFF;
  108. };
  109. /** Common parameters used by the shadow projection materials. */
  110. struct ShadowProjectParams
  111. {
  112. ShadowProjectParams(const Light& light, const SPtr<Texture>& shadowMap, UINT32 shadowMapFace,
  113. const SPtr<GpuParamBlockBuffer>& shadowParams, const SPtr<GpuParamBlockBuffer>& perCameraParams,
  114. const RenderTargets& renderTargets)
  115. : light(light), shadowMap(shadowMap), shadowMapFace(shadowMapFace), shadowParams(shadowParams)
  116. , perCamera(perCameraParams), renderTargets(renderTargets)
  117. { }
  118. /** Light which is casting the shadow. */
  119. const Light& light;
  120. /** Texture containing the shadow map. */
  121. const SPtr<Texture>& shadowMap;
  122. /** Face of the shadow map to bind, if it has multiple faces. */
  123. UINT32 shadowMapFace;
  124. /** Parameter block containing parameters specific for shadow projection. */
  125. const SPtr<GpuParamBlockBuffer> shadowParams;
  126. /** Parameter block containing parameters specific to this view. */
  127. const SPtr<GpuParamBlockBuffer>& perCamera;
  128. /** Contains the GBuffer textures. */
  129. const RenderTargets& renderTargets;
  130. };
  131. BS_PARAM_BLOCK_BEGIN(ShadowProjectParamsDef)
  132. BS_PARAM_BLOCK_ENTRY(Matrix4, gMixedToShadowSpace)
  133. BS_PARAM_BLOCK_ENTRY(Vector2, gShadowMapSize)
  134. BS_PARAM_BLOCK_ENTRY(Vector2, gShadowMapSizeInv)
  135. BS_PARAM_BLOCK_ENTRY(float, gSoftTransitionScale)
  136. BS_PARAM_BLOCK_ENTRY(float, gFadePercent)
  137. BS_PARAM_BLOCK_ENTRY(float, gFadePlaneDepth)
  138. BS_PARAM_BLOCK_ENTRY(float, gInvFadePlaneRange)
  139. BS_PARAM_BLOCK_END
  140. extern ShadowProjectParamsDef gShadowProjectParamsDef;
  141. /** Material used for projecting depth into a shadow accumulation buffer for non-omnidirectional shadow maps. */
  142. template<int ShadowQuality, bool Directional, bool MSAA>
  143. class ShadowProjectMat : public RendererMaterial<ShadowProjectMat<ShadowQuality, Directional, MSAA>>
  144. {
  145. RMAT_DEF("ShadowProject.bsl");
  146. public:
  147. ShadowProjectMat();
  148. /** Binds the material and its parameters to the pipeline. */
  149. void bind(const ShadowProjectParams& params);
  150. private:
  151. SPtr<SamplerState> mSamplerState;
  152. SPtr<GpuParamBlockBuffer> mVertParams;
  153. GBufferParams mGBufferParams;
  154. GpuParamTexture mShadowMapParam;
  155. GpuParamSampState mShadowSamplerParam;
  156. };
  157. /** Contains all variations of the ShadowProjectMat material. */
  158. class ShadowProjectMaterials
  159. {
  160. public:
  161. /**
  162. * Binds the appropriate variation of the ShadowProjectMat based on the provided parameters.
  163. *
  164. * @param[in] quality Quality of the shadow filtering to use. In range [1, 4].
  165. * @param[in] directional True if rendering a shadow from a directional light.
  166. * @param[in] MSAA True if the GBuffer contains per-sample data.
  167. * @param[in] params Parameters to be passed along to the material.
  168. */
  169. void bind(UINT32 quality, bool directional, bool MSAA, const ShadowProjectParams& params);
  170. private:
  171. #define MAT_MEMBERS(QUALITY) \
  172. ShadowProjectMat<QUALITY, true, true> mMat##QUALITY##TT; \
  173. ShadowProjectMat<QUALITY, true, false> mMat##QUALITY##TF; \
  174. ShadowProjectMat<QUALITY, false, true> mMat##QUALITY##FT; \
  175. ShadowProjectMat<QUALITY, false, false> mMat##QUALITY##FF;
  176. MAT_MEMBERS(1)
  177. MAT_MEMBERS(2)
  178. MAT_MEMBERS(3)
  179. MAT_MEMBERS(4)
  180. #undef MAT_MEMBERS
  181. };
  182. BS_PARAM_BLOCK_BEGIN(ShadowProjectOmniParamsDef)
  183. BS_PARAM_BLOCK_ENTRY_ARRAY(Matrix4, gFaceVPMatrices, 6)
  184. BS_PARAM_BLOCK_ENTRY(Vector4, gLightPosAndRadius)
  185. BS_PARAM_BLOCK_ENTRY(float, gInvResolution)
  186. BS_PARAM_BLOCK_ENTRY(float, gFadePercent)
  187. BS_PARAM_BLOCK_ENTRY(float, gDepthBias)
  188. BS_PARAM_BLOCK_END
  189. extern ShadowProjectOmniParamsDef gShadowProjectOmniParamsDef;
  190. /** Material used for projecting depth into a shadow accumulation buffer for omnidirectional shadow maps. */
  191. template<int ShadowQuality, bool Inside, bool MSAA>
  192. class ShadowProjectOmniMat : public RendererMaterial<ShadowProjectOmniMat<ShadowQuality, Inside, MSAA>>
  193. {
  194. RMAT_DEF("ShadowProjectOmni.bsl");
  195. public:
  196. ShadowProjectOmniMat();
  197. /** Binds the material and its parameters to the pipeline. */
  198. void bind(const ShadowProjectParams& params);
  199. private:
  200. SPtr<SamplerState> mSamplerState;
  201. SPtr<GpuParamBlockBuffer> mVertParams;
  202. GBufferParams mGBufferParams;
  203. GpuParamTexture mShadowMapParam;
  204. GpuParamSampState mShadowSamplerParam;
  205. };
  206. /** Contains all variations of the ShadowProjectOmniMat material. */
  207. class ShadowProjectOmniMaterials
  208. {
  209. public:
  210. /**
  211. * Binds the appropriate variation of the ShadowProjectOmniMat based on the provided parameters.
  212. *
  213. * @param[in] quality Quality of the shadow filtering to use. In range [1, 4].
  214. * @param[in] inside True if the viewer is inside the light volume.
  215. * @param[in] MSAA True if the GBuffer contains per-sample data.
  216. * @param[in] params Parameters to be passed along to the material.
  217. */
  218. void bind(UINT32 quality, bool inside, bool MSAA, const ShadowProjectParams& params);
  219. private:
  220. #define MAT_MEMBERS(QUALITY) \
  221. ShadowProjectOmniMat<QUALITY, true, true> mMat##QUALITY##TT; \
  222. ShadowProjectOmniMat<QUALITY, true, false> mMat##QUALITY##TF; \
  223. ShadowProjectOmniMat<QUALITY, false, true> mMat##QUALITY##FT; \
  224. ShadowProjectOmniMat<QUALITY, false, false> mMat##QUALITY##FF;
  225. MAT_MEMBERS(1)
  226. MAT_MEMBERS(2)
  227. MAT_MEMBERS(3)
  228. MAT_MEMBERS(4)
  229. #undef MAT_MEMBERS
  230. };
  231. /** Pixel format used for rendering and storing shadow maps. */
  232. const PixelFormat SHADOW_MAP_FORMAT = PF_D16;
  233. /** Information about a shadow cast from a single light. */
  234. struct ShadowInfo
  235. {
  236. /** Updates normalized area coordinates based on the non-normalized ones and the provided atlas size. */
  237. void updateNormArea(UINT32 atlasSize);
  238. UINT32 lightIdx; /**< Index of the light casting this shadow. */
  239. Rect2I area; /**< Area of the shadow map in pixels, relative to its source texture. */
  240. Rect2 normArea; /**< Normalized shadow map area in [0, 1] range. */
  241. UINT32 textureIdx; /**< Index of the texture the shadow map is stored in. */
  242. float depthNear; /**< Distance to the near plane. */
  243. float depthFar; /**< Distance to the far plane. */
  244. float depthFade; /**< Distance to the plane at which to start fading out the shadows (only for CSM). */
  245. float fadeRange; /**< Distance from the fade plane to the far plane (only for CSM). */
  246. float depthBias; /**< Bias used to reduce shadow acne. */
  247. float depthRange; /**< Length of the range covered by the shadow caster volume. */
  248. UINT32 cascadeIdx; /**< Index of a cascade. Only relevant for CSM. */
  249. /** View-projection matrix from the shadow casters point of view. */
  250. Matrix4 shadowVPTransform;
  251. /** View-projection matrix for each cubemap face, used for omni-directional shadows. */
  252. Matrix4 shadowVPTransforms[6];
  253. /** Determines the fade amount of the shadow, for each view in the scene. */
  254. SmallVector<float, 4> fadePerView;
  255. };
  256. /**
  257. * Contains a texture that serves as an atlas for one or multiple shadow maps. Provides methods for inserting new maps
  258. * in the atlas.
  259. */
  260. class ShadowMapAtlas
  261. {
  262. public:
  263. ShadowMapAtlas(UINT32 size);
  264. ~ShadowMapAtlas();
  265. /**
  266. * Registers a new map in the shadow map atlas. Returns true if the map fits in the atlas, or false otherwise.
  267. * Resets the last used counter to zero.
  268. */
  269. bool addMap(UINT32 size, Rect2I& area, UINT32 border = 4);
  270. /** Clears all shadow maps from the atlas. Increments the last used counter.*/
  271. void clear();
  272. /** Checks have any maps been added to the atlas. */
  273. bool isEmpty() const;
  274. /**
  275. * Returns the value of the last used counter. See addMap() and clear() for information on how the counter is
  276. * incremented/decremented.
  277. */
  278. UINT32 getLastUsedCounter() const { return mLastUsedCounter; }
  279. /** Returns the bindable atlas texture. */
  280. SPtr<Texture> getTexture() const;
  281. /** Returns the render target that allows you to render into the atlas. */
  282. SPtr<RenderTexture> getTarget() const;
  283. private:
  284. SPtr<PooledRenderTexture> mAtlas;
  285. TextureAtlasLayout mLayout;
  286. UINT32 mLastUsedCounter;
  287. };
  288. /** Contains common code for different shadow map types. */
  289. class ShadowMapBase
  290. {
  291. public:
  292. ShadowMapBase(UINT32 size);
  293. virtual ~ShadowMapBase() {}
  294. /** Returns the bindable shadow map texture. */
  295. SPtr<Texture> getTexture() const;
  296. /** Returns the size of a single face of the shadow map texture, in pixels. */
  297. UINT32 getSize() const { return mSize; }
  298. /** Makes the shadow map available for re-use and increments the counter returned by getLastUsedCounter(). */
  299. void clear() { mIsUsed = false; mLastUsedCounter++; }
  300. /** Marks the shadow map as used and resets the last used counter to zero. */
  301. void markAsUsed() { mIsUsed = true; mLastUsedCounter = 0; }
  302. /** Returns true if the object is storing a valid shadow map. */
  303. bool isUsed() const { return mIsUsed; }
  304. /**
  305. * Returns the value of the last used counter. See incrementUseCounter() and markAsUsed() for information on how is
  306. * the counter incremented/decremented.
  307. */
  308. UINT32 getLastUsedCounter() const { return mLastUsedCounter; }
  309. protected:
  310. SPtr<PooledRenderTexture> mShadowMap;
  311. UINT32 mSize;
  312. bool mIsUsed;
  313. UINT32 mLastUsedCounter;
  314. };
  315. /** Contains a cubemap for storing an omnidirectional cubemap. */
  316. class ShadowCubemap : public ShadowMapBase
  317. {
  318. public:
  319. ShadowCubemap(UINT32 size);
  320. ~ShadowCubemap();
  321. /** Returns a render target encompassing all six faces of the shadow cubemap. */
  322. SPtr<RenderTexture> getTarget() const;
  323. };
  324. /** Contains a texture required for rendering cascaded shadow maps. */
  325. class ShadowCascadedMap : public ShadowMapBase
  326. {
  327. public:
  328. ShadowCascadedMap(UINT32 size);
  329. ~ShadowCascadedMap();
  330. /** Returns a render target that allows rendering into a specific cascade of the cascaded shadow map. */
  331. SPtr<RenderTexture> getTarget(UINT32 cascadeIdx) const;
  332. /** Provides information about a shadow for the specified cascade. */
  333. void setShadowInfo(UINT32 cascadeIdx, const ShadowInfo& info) { mShadowInfos[cascadeIdx] = info; }
  334. /** @copydoc setShadowInfo */
  335. const ShadowInfo& getShadowInfo(UINT32 cascadeIdx) const { return mShadowInfos[cascadeIdx]; }
  336. private:
  337. SPtr<RenderTexture> mTargets[NUM_CASCADE_SPLITS];
  338. ShadowInfo mShadowInfos[NUM_CASCADE_SPLITS];
  339. };
  340. /** Provides functionality for rendering shadow maps. */
  341. class ShadowRendering : public Module<ShadowRendering>
  342. {
  343. /** Contains information required for generating a shadow map for a specific light. */
  344. struct ShadowMapOptions
  345. {
  346. UINT32 lightIdx;
  347. UINT32 mapSize;
  348. SmallVector<float, 4> fadePercents;
  349. };
  350. /** Contains references to all shadows cast by a specific light. */
  351. struct LightShadows
  352. {
  353. UINT32 startIdx;
  354. UINT32 numShadows;
  355. };
  356. public:
  357. ShadowRendering(UINT32 shadowMapSize);
  358. /** For each visible shadow casting light, renders a shadow map from its point of view. */
  359. void renderShadowMaps(RendererScene& scene, const RendererViewGroup& viewGroup, const FrameInfo& frameInfo);
  360. /**
  361. * Renders shadow occlusion values for the specified light, into the currently bound render target.
  362. * The system uses shadow maps rendered by renderShadowMaps().
  363. */
  364. void renderShadowOcclusion(const RendererScene& scene, UINT32 shadowQuality, const RendererLight& light,
  365. UINT32 viewIdx);
  366. /** Changes the default shadow map size. Will cause all shadow maps to be rebuilt. */
  367. void setShadowMapSize(UINT32 size);
  368. private:
  369. /** Renders cascaded shadow maps for the provided directional light viewed from the provided view. */
  370. void renderCascadedShadowMaps(UINT32 viewIdx, UINT32 lightIdx, RendererScene& scene, const FrameInfo& frameInfo);
  371. /** Renders shadow maps for the provided spot light. */
  372. void renderSpotShadowMap(const RendererLight& light, const ShadowMapOptions& options, RendererScene& scene,
  373. const FrameInfo& frameInfo);
  374. /** Renders shadow maps for the provided radial light. */
  375. void renderRadialShadowMap(const RendererLight& light, const ShadowMapOptions& options, RendererScene& scene,
  376. const FrameInfo& frameInfo);
  377. /**
  378. * Calculates optimal shadow map size, taking into account all views in the scene. Also calculates a fade value
  379. * that can be used for fading out small shadow maps.
  380. *
  381. * @param[in] light Light for which to calculate the shadow map properties. Cannot be a directional light.
  382. * @param[in] scene Scene information containing all the views the light can be seen through.
  383. * @param[in] border Border to reduce the shadow map size by, in pixels.
  384. * @param[out] size Optimal size of the shadow map, in pixels.
  385. * @param[out] fadePercents Value in range [0, 1] determining how much should the shadow map be faded out. Each
  386. * entry corresponds to a single view.
  387. * @param[out] maxFadePercent Maximum value in the @p fadePercents array.
  388. */
  389. void calcShadowMapProperties(const RendererLight& light, RendererScene& scene, UINT32 border, UINT32& size,
  390. SmallVector<float, 4>& fadePercents, float& maxFadePercent) const;
  391. /**
  392. * Draws a mesh representing near and far planes at the provided coordinates. The mesh is constructed using
  393. * normalized device coordinates and requires no perspective transform. Near plane will be drawn using front facing
  394. * triangles, and the far plane will be drawn using back facing triangles.
  395. *
  396. * @param[in] near Location of the near plane, in NDC.
  397. * @param[in] far Location of the far plane, in NDC.
  398. * @param[in] drawNear If disabled, only the far plane will be drawn.
  399. */
  400. void drawNearFarPlanes(float near, float far, bool drawNear = true);
  401. /**
  402. * Draws a frustum mesh using the provided vertices as its corners. Corners should be in the order specified
  403. * by AABox::Corner enum.
  404. */
  405. void drawFrustum(const std::array<Vector3, 8>& corners);
  406. /**
  407. * Calculates optimal shadow quality based on the quality set in the options and the actual shadow map resolution.
  408. */
  409. static UINT32 getShadowQuality(UINT32 requestedQuality, UINT32 shadowMapResolution, UINT32 minAllowedQuality);
  410. /**
  411. * Generates a frustum for a single cascade of a cascaded shadow map. Also outputs spherical bounds of the
  412. * split view frustum.
  413. *
  414. * @param[in] view View whose frustum to split.
  415. * @param[in] lightDir Direction of the light for which we're generating the shadow map.
  416. * @param[in] cascade Index of the cascade to generate the frustum for.
  417. * @param[in] numCascades Maximum number of cascades in the cascaded shadow map. Must be greater than zero.
  418. * @param[out] outBounds Spherical bounds of the split view frustum.
  419. * @return Convex volume covering the area of the split view frustum visible from the light.
  420. */
  421. static ConvexVolume getCSMSplitFrustum(const RendererView& view, const Vector3& lightDir, UINT32 cascade,
  422. UINT32 numCascades, Sphere& outBounds);
  423. /**
  424. * Finds the distance (along the view direction) of the frustum split for the specified index. Used for cascaded
  425. * shadow maps.
  426. *
  427. * @param[in] view View whose frustum to split.
  428. * @param[in] index Index of the split. 0 = near plane.
  429. * @param[in] numCascades Maximum number of cascades in the cascaded shadow map. Must be greater than zero
  430. * and greater or equal to @p index.
  431. * @return Distance to the split position along the view direction.
  432. */
  433. static float getCSMSplitDistance(const RendererView& view, UINT32 index, UINT32 numCascades);
  434. /**
  435. * Calculates a bias that can be applied when rendering shadow maps, in order to reduce shadow artifacts.
  436. *
  437. * @param[in] light Light to calculate the depth bias for.
  438. * @param[in] depthRange Range of depths (distance between near and far planes) covered by the shadow.
  439. * @param[in] mapSize Size of the shadow map, in pixels.
  440. * @return Depth bias that can be passed to shadow depth rendering shader.
  441. */
  442. static float getDepthBias(const Light& light, float depthRange, UINT32 mapSize);
  443. /**
  444. * Calculates a fade transition value that can be used for slowly fading-in the shadow, in order to avoid or reduce
  445. * shadow acne.
  446. *
  447. * @param[in] light Light to calculate the fade transition size for.
  448. * @param[in] depthRange Range of depths (distance between near and far planes) covered by the shadow.
  449. * @param[in] mapSize Size of the shadow map, in pixels.
  450. * @return Value that determines the size of the fade transition region.
  451. */
  452. static float getFadeTransition(const Light& light, float depthRange, UINT32 mapSize);
  453. /** Size of a single shadow map atlas, in pixels. */
  454. static const UINT32 MAX_ATLAS_SIZE;
  455. /** Determines how long will an unused shadow map atlas stay allocated, in frames. */
  456. static const UINT32 MAX_UNUSED_FRAMES;
  457. /** Determines the minimal resolution of a shadow map. */
  458. static const UINT32 MIN_SHADOW_MAP_SIZE;
  459. /** Determines the resolution at which shadow maps begin fading out. */
  460. static const UINT32 SHADOW_MAP_FADE_SIZE;
  461. /** Size of the border of a shadow map in a shadow map atlas, in pixels. */
  462. static const UINT32 SHADOW_MAP_BORDER;
  463. /** Percent of the length of a single cascade in a CSM, in which to fade out the cascade. */
  464. static const float CASCADE_FRACTION_FADE;
  465. ShadowDepthNormalMat mDepthNormalMat;
  466. ShadowDepthCubeMat mDepthCubeMat;
  467. ShadowDepthDirectionalMat mDepthDirectionalMat;
  468. ShadowProjectStencilMaterials mProjectStencilMaterials;
  469. ShadowProjectMaterials mProjectMaterials;
  470. ShadowProjectOmniMaterials mProjectOmniMaterials;
  471. UINT32 mShadowMapSize;
  472. Vector<ShadowMapAtlas> mDynamicShadowMaps;
  473. Vector<ShadowCascadedMap> mCascadedShadowMaps;
  474. Vector<ShadowCubemap> mShadowCubemaps;
  475. Vector<ShadowInfo> mShadowInfos;
  476. Vector<LightShadows> mSpotLightShadows;
  477. Vector<LightShadows> mRadialLightShadows;
  478. Vector<UINT32> mDirectionalLightShadows;
  479. SPtr<VertexDeclaration> mPositionOnlyVD;
  480. // Mesh information used for drawing near & far planes
  481. SPtr<IndexBuffer> mPlaneIB;
  482. SPtr<VertexBuffer> mPlaneVB;
  483. // Mesh information used for drawing a shadow frustum
  484. SPtr<IndexBuffer> mFrustumIB;
  485. SPtr<VertexBuffer> mFrustumVB;
  486. Vector<bool> mRenderableVisibility; // Transient
  487. Vector<ShadowMapOptions> mSpotLightShadowOptions; // Transient
  488. Vector<ShadowMapOptions> mRadialLightShadowOptions; // Transient
  489. };
  490. /* @} */
  491. }}