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