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