BsShadowRendering.h 24 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. /** Helper method used for initializing variations of this material. */
  36. template<bool skinned, bool morph>
  37. static const ShaderVariation& getVariation()
  38. {
  39. static ShaderVariation variation = ShaderVariation({
  40. ShaderVariation::Param("SKINNED", skinned),
  41. ShaderVariation::Param("MORPH", morph)
  42. });
  43. return variation;
  44. }
  45. public:
  46. ShadowDepthNormalMat();
  47. /** Binds the material to the pipeline, ready to be used on subsequent draw calls. */
  48. void bind(const SPtr<GpuParamBlockBuffer>& shadowParams);
  49. /** Sets a new buffer that determines per-object properties. */
  50. void setPerObjectBuffer(const SPtr<GpuParamBlockBuffer>& perObjectParams);
  51. /**
  52. * Returns the material variation matching the provided parameters.
  53. *
  54. * @param[in] skinned True if the shadow caster supports bone animation.
  55. * @param[in] morph True if the shadow caster supports morph shape animation.
  56. */
  57. static ShadowDepthNormalMat* getVariation(bool skinned, bool morph);
  58. };
  59. /** Material used for rendering a single face of a shadow map, for a directional light. */
  60. class ShadowDepthDirectionalMat : public RendererMaterial<ShadowDepthDirectionalMat>
  61. {
  62. RMAT_DEF("ShadowDepthDirectional.bsl");
  63. /** Helper method used for initializing variations of this material. */
  64. template<bool skinned, bool morph>
  65. static const ShaderVariation& getVariation()
  66. {
  67. static ShaderVariation variation = ShaderVariation({
  68. ShaderVariation::Param("SKINNED", skinned),
  69. ShaderVariation::Param("MORPH", morph)
  70. });
  71. return variation;
  72. }
  73. public:
  74. ShadowDepthDirectionalMat();
  75. /** Binds the material to the pipeline, ready to be used on subsequent draw calls. */
  76. void bind(const SPtr<GpuParamBlockBuffer>& shadowParams);
  77. /** Sets a new buffer that determines per-object properties. */
  78. void setPerObjectBuffer(const SPtr<GpuParamBlockBuffer>& perObjectParams);
  79. /**
  80. * Returns the material variation matching the provided parameters.
  81. *
  82. * @param[in] skinned True if the shadow caster supports bone animation.
  83. * @param[in] morph True if the shadow caster supports morph shape animation.
  84. */
  85. static ShadowDepthDirectionalMat* getVariation(bool skinned, bool morph);
  86. };
  87. BS_PARAM_BLOCK_BEGIN(ShadowCubeMatricesDef)
  88. BS_PARAM_BLOCK_ENTRY_ARRAY(Matrix4, gFaceVPMatrices, 6)
  89. BS_PARAM_BLOCK_END
  90. extern ShadowCubeMatricesDef gShadowCubeMatricesDef;
  91. BS_PARAM_BLOCK_BEGIN(ShadowCubeMasksDef)
  92. BS_PARAM_BLOCK_ENTRY_ARRAY(int, gFaceMasks, 6)
  93. BS_PARAM_BLOCK_END
  94. extern ShadowCubeMasksDef gShadowCubeMasksDef;
  95. /** Material used for rendering an omni directional cube shadow map. */
  96. class ShadowDepthCubeMat : public RendererMaterial<ShadowDepthCubeMat>
  97. {
  98. RMAT_DEF("ShadowDepthCube.bsl");
  99. /** Helper method used for initializing variations of this material. */
  100. template<bool skinned, bool morph>
  101. static const ShaderVariation& getVariation()
  102. {
  103. static ShaderVariation variation = ShaderVariation({
  104. ShaderVariation::Param("SKINNED", skinned),
  105. ShaderVariation::Param("MORPH", morph)
  106. });
  107. return variation;
  108. }
  109. public:
  110. ShadowDepthCubeMat();
  111. /** Binds the material to the pipeline, ready to be used on subsequent draw calls. */
  112. void bind(const SPtr<GpuParamBlockBuffer>& shadowParams, const SPtr<GpuParamBlockBuffer>& shadowCubeParams);
  113. /** Sets a new buffer that determines per-object properties. */
  114. void setPerObjectBuffer(const SPtr<GpuParamBlockBuffer>& perObjectParams,
  115. const SPtr<GpuParamBlockBuffer>& shadowCubeMasks);
  116. /**
  117. * Returns the material variation matching the provided parameters.
  118. *
  119. * @param[in] skinned True if the shadow caster supports bone animation.
  120. * @param[in] morph True if the shadow caster supports morph shape animation.
  121. */
  122. static ShadowDepthCubeMat* getVariation(bool skinned, bool morph);
  123. };
  124. BS_PARAM_BLOCK_BEGIN(ShadowProjectVertParamsDef)
  125. BS_PARAM_BLOCK_ENTRY(Vector4, gPositionAndScale)
  126. BS_PARAM_BLOCK_END
  127. extern ShadowProjectVertParamsDef gShadowProjectVertParamsDef;
  128. /** Material used for populating the stencil buffer when projecting non-omnidirectional shadows. */
  129. class ShadowProjectStencilMat : public RendererMaterial<ShadowProjectStencilMat>
  130. {
  131. RMAT_DEF("ShadowProjectStencil.bsl");
  132. /** Helper method used for initializing variations of this material. */
  133. template<bool directional, bool useZFailStencil>
  134. static const ShaderVariation& getVariation()
  135. {
  136. static ShaderVariation variation = ShaderVariation({
  137. ShaderVariation::Param("NEEDS_TRANSFORM", !directional),
  138. ShaderVariation::Param("USE_ZFAIL_STENCIL", useZFailStencil)
  139. });
  140. return variation;
  141. };
  142. public:
  143. ShadowProjectStencilMat();
  144. /** Binds the material and its parameters to the pipeline. */
  145. void bind(const SPtr<GpuParamBlockBuffer>& perCamera);
  146. /** Returns the material variation matching the provided parameters.
  147. *
  148. * @param[in] directional Set to true if shadows from a directional light are being rendered.
  149. * @param[in] useZFailStencil If true the material will use z-fail operation to modify the stencil buffer. If
  150. * false z-pass will be used instead. Z-pass is a more performant alternative as it
  151. * doesn't disable hi-z optimization, but it cannot handle the case when the viewer is
  152. * inside the drawn geometry.
  153. */
  154. static ShadowProjectStencilMat* getVariation(bool directional, bool useZFailStencil);
  155. private:
  156. SPtr<GpuParamBlockBuffer> mVertParams;
  157. };
  158. /** Common parameters used by the shadow projection materials. */
  159. struct ShadowProjectParams
  160. {
  161. ShadowProjectParams(const Light& light, const SPtr<Texture>& shadowMap,
  162. const SPtr<GpuParamBlockBuffer>& shadowParams, const SPtr<GpuParamBlockBuffer>& perCameraParams,
  163. GBufferTextures gbuffer)
  164. : light(light), shadowMap(shadowMap), shadowParams(shadowParams), perCamera(perCameraParams), gbuffer(gbuffer)
  165. { }
  166. /** Light which is casting the shadow. */
  167. const Light& light;
  168. /** Texture containing the shadow map. */
  169. const SPtr<Texture>& shadowMap;
  170. /** Parameter block containing parameters specific for shadow projection. */
  171. const SPtr<GpuParamBlockBuffer> shadowParams;
  172. /** Parameter block containing parameters specific to this view. */
  173. const SPtr<GpuParamBlockBuffer>& perCamera;
  174. /** Contains the GBuffer textures. */
  175. GBufferTextures gbuffer;
  176. };
  177. BS_PARAM_BLOCK_BEGIN(ShadowProjectParamsDef)
  178. BS_PARAM_BLOCK_ENTRY(Matrix4, gMixedToShadowSpace)
  179. BS_PARAM_BLOCK_ENTRY(Vector2, gShadowMapSize)
  180. BS_PARAM_BLOCK_ENTRY(Vector2, gShadowMapSizeInv)
  181. BS_PARAM_BLOCK_ENTRY(float, gSoftTransitionScale)
  182. BS_PARAM_BLOCK_ENTRY(float, gFadePercent)
  183. BS_PARAM_BLOCK_ENTRY(float, gFadePlaneDepth)
  184. BS_PARAM_BLOCK_ENTRY(float, gInvFadePlaneRange)
  185. BS_PARAM_BLOCK_ENTRY(float, gFace)
  186. BS_PARAM_BLOCK_END
  187. extern ShadowProjectParamsDef gShadowProjectParamsDef;
  188. /** Material used for projecting depth into a shadow accumulation buffer for non-omnidirectional shadow maps. */
  189. class ShadowProjectMat : public RendererMaterial<ShadowProjectMat>
  190. {
  191. RMAT_DEF("ShadowProject.bsl");
  192. /** Helper method used for initializing variations of this material. */
  193. template<UINT32 quality, bool directional, bool MSAA>
  194. static const ShaderVariation& getVariation()
  195. {
  196. static ShaderVariation variation = ShaderVariation({
  197. ShaderVariation::Param("SHADOW_QUALITY", quality),
  198. ShaderVariation::Param("CASCADING", directional),
  199. ShaderVariation::Param("NEEDS_TRANSFORM", !directional),
  200. ShaderVariation::Param("MSAA_COUNT", MSAA ? 2 : 1)
  201. });
  202. return variation;
  203. };
  204. public:
  205. ShadowProjectMat();
  206. /** Binds the material and its parameters to the pipeline. */
  207. void bind(const ShadowProjectParams& params);
  208. /** Returns the material variation matching the provided parameters.
  209. *
  210. * @param[in] quality Quality of the shadow filtering to use. In range [1, 4].
  211. * @param[in] directional True if rendering a shadow from a directional light.
  212. * @param[in] MSAA True if the GBuffer contains per-sample data.
  213. */
  214. static ShadowProjectMat* getVariation(UINT32 quality, bool directional, bool MSAA);
  215. private:
  216. SPtr<SamplerState> mSamplerState;
  217. SPtr<GpuParamBlockBuffer> mVertParams;
  218. GBufferParams mGBufferParams;
  219. GpuParamTexture mShadowMapParam;
  220. GpuParamSampState mShadowSamplerParam;
  221. };
  222. BS_PARAM_BLOCK_BEGIN(ShadowProjectOmniParamsDef)
  223. BS_PARAM_BLOCK_ENTRY_ARRAY(Matrix4, gFaceVPMatrices, 6)
  224. BS_PARAM_BLOCK_ENTRY(Vector4, gLightPosAndRadius)
  225. BS_PARAM_BLOCK_ENTRY(float, gInvResolution)
  226. BS_PARAM_BLOCK_ENTRY(float, gFadePercent)
  227. BS_PARAM_BLOCK_ENTRY(float, gDepthBias)
  228. BS_PARAM_BLOCK_END
  229. extern ShadowProjectOmniParamsDef gShadowProjectOmniParamsDef;
  230. /** Material used for projecting depth into a shadow accumulation buffer for omnidirectional shadow maps. */
  231. class ShadowProjectOmniMat : public RendererMaterial<ShadowProjectOmniMat>
  232. {
  233. RMAT_DEF("ShadowProjectOmni.bsl");
  234. /** Helper method used for initializing variations of this material. */
  235. template<UINT32 quality, bool inside, bool MSAA>
  236. static const ShaderVariation& getVariation()
  237. {
  238. static ShaderVariation variation = ShaderVariation({
  239. ShaderVariation::Param("SHADOW_QUALITY", quality),
  240. ShaderVariation::Param("VIEWER_INSIDE_VOLUME", inside),
  241. ShaderVariation::Param("NEEDS_TRANSFORM", true),
  242. ShaderVariation::Param("MSAA_COUNT", MSAA ? 2 : 1)
  243. });
  244. return variation;
  245. };
  246. public:
  247. ShadowProjectOmniMat();
  248. /** Binds the material and its parameters to the pipeline. */
  249. void bind(const ShadowProjectParams& params);
  250. /** Returns the material variation matching the provided parameters.
  251. *
  252. * @param[in] quality Quality of the shadow filtering to use. In range [1, 4].
  253. * @param[in] inside True if the viewer is inside the light volume.
  254. * @param[in] MSAA True if the GBuffer contains per-sample data.
  255. */
  256. static ShadowProjectOmniMat* getVariation(UINT32 quality, bool inside, bool MSAA);
  257. private:
  258. SPtr<SamplerState> mSamplerState;
  259. SPtr<GpuParamBlockBuffer> mVertParams;
  260. GBufferParams mGBufferParams;
  261. GpuParamTexture mShadowMapParam;
  262. GpuParamSampState mShadowSamplerParam;
  263. };
  264. /** Pixel format used for rendering and storing shadow maps. */
  265. const PixelFormat SHADOW_MAP_FORMAT = PF_D16;
  266. /** Information about a shadow cast from a single light. */
  267. struct ShadowInfo
  268. {
  269. /** Updates normalized area coordinates based on the non-normalized ones and the provided atlas size. */
  270. void updateNormArea(UINT32 atlasSize);
  271. UINT32 lightIdx; /**< Index of the light casting this shadow. */
  272. Rect2I area; /**< Area of the shadow map in pixels, relative to its source texture. */
  273. Rect2 normArea; /**< Normalized shadow map area in [0, 1] range. */
  274. UINT32 textureIdx; /**< Index of the texture the shadow map is stored in. */
  275. float depthNear; /**< Distance to the near plane. */
  276. float depthFar; /**< Distance to the far plane. */
  277. float depthFade; /**< Distance to the plane at which to start fading out the shadows (only for CSM). */
  278. float fadeRange; /**< Distance from the fade plane to the far plane (only for CSM). */
  279. float depthBias; /**< Bias used to reduce shadow acne. */
  280. float depthRange; /**< Length of the range covered by the shadow caster volume. */
  281. UINT32 cascadeIdx; /**< Index of a cascade. Only relevant for CSM. */
  282. /** View-projection matrix from the shadow casters point of view. */
  283. Matrix4 shadowVPTransform;
  284. /** View-projection matrix for each cubemap face, used for omni-directional shadows. */
  285. Matrix4 shadowVPTransforms[6];
  286. /** Bounds of the geometry the shadow is being applied on. */
  287. Sphere subjectBounds;
  288. /** Determines the fade amount of the shadow, for each view in the scene. */
  289. SmallVector<float, 6> fadePerView;
  290. };
  291. /**
  292. * Contains a texture that serves as an atlas for one or multiple shadow maps. Provides methods for inserting new maps
  293. * in the atlas.
  294. */
  295. class ShadowMapAtlas
  296. {
  297. public:
  298. ShadowMapAtlas(UINT32 size);
  299. /**
  300. * Registers a new map in the shadow map atlas. Returns true if the map fits in the atlas, or false otherwise.
  301. * Resets the last used counter to zero.
  302. */
  303. bool addMap(UINT32 size, Rect2I& area, UINT32 border = 4);
  304. /** Clears all shadow maps from the atlas. Increments the last used counter.*/
  305. void clear();
  306. /** Checks have any maps been added to the atlas. */
  307. bool isEmpty() const;
  308. /**
  309. * Returns the value of the last used counter. See addMap() and clear() for information on how the counter is
  310. * incremented/decremented.
  311. */
  312. UINT32 getLastUsedCounter() const { return mLastUsedCounter; }
  313. /** Returns the bindable atlas texture. */
  314. SPtr<Texture> getTexture() const;
  315. /** Returns the render target that allows you to render into the atlas. */
  316. SPtr<RenderTexture> getTarget() const;
  317. private:
  318. SPtr<PooledRenderTexture> mAtlas;
  319. TextureAtlasLayout mLayout;
  320. UINT32 mLastUsedCounter;
  321. };
  322. /** Contains common code for different shadow map types. */
  323. class ShadowMapBase
  324. {
  325. public:
  326. ShadowMapBase(UINT32 size);
  327. virtual ~ShadowMapBase() {}
  328. /** Returns the bindable shadow map texture. */
  329. SPtr<Texture> getTexture() const;
  330. /** Returns the size of a single face of the shadow map texture, in pixels. */
  331. UINT32 getSize() const { return mSize; }
  332. /** Makes the shadow map available for re-use and increments the counter returned by getLastUsedCounter(). */
  333. void clear() { mIsUsed = false; mLastUsedCounter++; }
  334. /** Marks the shadow map as used and resets the last used counter to zero. */
  335. void markAsUsed() { mIsUsed = true; mLastUsedCounter = 0; }
  336. /** Returns true if the object is storing a valid shadow map. */
  337. bool isUsed() const { return mIsUsed; }
  338. /**
  339. * Returns the value of the last used counter. See incrementUseCounter() and markAsUsed() for information on how is
  340. * the counter incremented/decremented.
  341. */
  342. UINT32 getLastUsedCounter() const { return mLastUsedCounter; }
  343. protected:
  344. SPtr<PooledRenderTexture> mShadowMap;
  345. UINT32 mSize;
  346. bool mIsUsed;
  347. UINT32 mLastUsedCounter;
  348. };
  349. /** Contains a cubemap for storing an omnidirectional cubemap. */
  350. class ShadowCubemap : public ShadowMapBase
  351. {
  352. public:
  353. ShadowCubemap(UINT32 size);
  354. /** Returns a render target encompassing all six faces of the shadow cubemap. */
  355. SPtr<RenderTexture> getTarget() const;
  356. };
  357. /** Contains a texture required for rendering cascaded shadow maps. */
  358. class ShadowCascadedMap : public ShadowMapBase
  359. {
  360. public:
  361. ShadowCascadedMap(UINT32 size);
  362. /** Returns a render target that allows rendering into a specific cascade of the cascaded shadow map. */
  363. SPtr<RenderTexture> getTarget(UINT32 cascadeIdx) const;
  364. /** Provides information about a shadow for the specified cascade. */
  365. void setShadowInfo(UINT32 cascadeIdx, const ShadowInfo& info) { mShadowInfos[cascadeIdx] = info; }
  366. /** @copydoc setShadowInfo */
  367. const ShadowInfo& getShadowInfo(UINT32 cascadeIdx) const { return mShadowInfos[cascadeIdx]; }
  368. private:
  369. SPtr<RenderTexture> mTargets[NUM_CASCADE_SPLITS];
  370. ShadowInfo mShadowInfos[NUM_CASCADE_SPLITS];
  371. };
  372. /** Provides functionality for rendering shadow maps. */
  373. class ShadowRendering
  374. {
  375. /** Contains information required for generating a shadow map for a specific light. */
  376. struct ShadowMapOptions
  377. {
  378. UINT32 lightIdx;
  379. UINT32 mapSize;
  380. SmallVector<float, 6> fadePercents;
  381. };
  382. /** Contains references to all shadows cast by a specific light. */
  383. struct LightShadows
  384. {
  385. UINT32 startIdx = 0;
  386. UINT32 numShadows = 0;
  387. };
  388. /** Contains references to all shadows cast by a specific light, per view. */
  389. struct PerViewLightShadows
  390. {
  391. SmallVector<LightShadows, 6> viewShadows;
  392. };
  393. public:
  394. ShadowRendering(UINT32 shadowMapSize);
  395. /** For each visible shadow casting light, renders a shadow map from its point of view. */
  396. void renderShadowMaps(RendererScene& scene, const RendererViewGroup& viewGroup, const FrameInfo& frameInfo);
  397. /**
  398. * Renders shadow occlusion values for the specified light, through the provided view, into the currently bound
  399. * render target. The system uses shadow maps rendered by renderShadowMaps().
  400. */
  401. void renderShadowOcclusion(const RendererView& view, UINT32 shadowQuality, const RendererLight& light,
  402. GBufferTextures gbuffer) const;
  403. /** Changes the default shadow map size. Will cause all shadow maps to be rebuilt. */
  404. void setShadowMapSize(UINT32 size);
  405. private:
  406. /** Renders cascaded shadow maps for the provided directional light viewed from the provided view. */
  407. void renderCascadedShadowMaps(const RendererView& view, UINT32 lightIdx, RendererScene& scene,
  408. const FrameInfo& frameInfo);
  409. /** Renders shadow maps for the provided spot light. */
  410. void renderSpotShadowMap(const RendererLight& light, const ShadowMapOptions& options, RendererScene& scene,
  411. const FrameInfo& frameInfo);
  412. /** Renders shadow maps for the provided radial light. */
  413. void renderRadialShadowMap(const RendererLight& light, const ShadowMapOptions& options, RendererScene& scene,
  414. const FrameInfo& frameInfo);
  415. /**
  416. * Calculates optimal shadow map size, taking into account all views in the scene. Also calculates a fade value
  417. * that can be used for fading out small shadow maps.
  418. *
  419. * @param[in] light Light for which to calculate the shadow map properties. Cannot be a directional light.
  420. * @param[in] viewGroup All the views the shadow will (potentially) be seen through.
  421. * @param[in] border Border to reduce the shadow map size by, in pixels.
  422. * @param[out] size Optimal size of the shadow map, in pixels.
  423. * @param[out] fadePercents Value in range [0, 1] determining how much should the shadow map be faded out. Each
  424. * entry corresponds to a single view.
  425. * @param[out] maxFadePercent Maximum value in the @p fadePercents array.
  426. */
  427. void calcShadowMapProperties(const RendererLight& light, const RendererViewGroup& viewGroup, UINT32 border,
  428. UINT32& size, SmallVector<float, 6>& fadePercents, float& maxFadePercent) const;
  429. /**
  430. * Draws a mesh representing near and far planes at the provided coordinates. The mesh is constructed using
  431. * normalized device coordinates and requires no perspective transform. Near plane will be drawn using front facing
  432. * triangles, and the far plane will be drawn using back facing triangles.
  433. *
  434. * @param[in] near Location of the near plane, in NDC.
  435. * @param[in] far Location of the far plane, in NDC.
  436. * @param[in] drawNear If disabled, only the far plane will be drawn.
  437. */
  438. void drawNearFarPlanes(float near, float far, bool drawNear = true) const;
  439. /**
  440. * Draws a frustum mesh using the provided vertices as its corners. Corners should be in the order specified
  441. * by AABox::Corner enum.
  442. */
  443. void drawFrustum(const std::array<Vector3, 8>& corners) const;
  444. /**
  445. * Calculates optimal shadow quality based on the quality set in the options and the actual shadow map resolution.
  446. */
  447. static UINT32 getShadowQuality(UINT32 requestedQuality, UINT32 shadowMapResolution, UINT32 minAllowedQuality);
  448. /**
  449. * Generates a frustum for a single cascade of a cascaded shadow map. Also outputs spherical bounds of the
  450. * split view frustum.
  451. *
  452. * @param[in] view View whose frustum to split.
  453. * @param[in] lightDir Direction of the light for which we're generating the shadow map.
  454. * @param[in] cascade Index of the cascade to generate the frustum for.
  455. * @param[in] numCascades Maximum number of cascades in the cascaded shadow map. Must be greater than zero.
  456. * @param[out] outBounds Spherical bounds of the split view frustum.
  457. * @return Convex volume covering the area of the split view frustum visible from the light.
  458. */
  459. static ConvexVolume getCSMSplitFrustum(const RendererView& view, const Vector3& lightDir, UINT32 cascade,
  460. UINT32 numCascades, Sphere& outBounds);
  461. /**
  462. * Finds the distance (along the view direction) of the frustum split for the specified index. Used for cascaded
  463. * shadow maps.
  464. *
  465. * @param[in] view View whose frustum to split.
  466. * @param[in] index Index of the split. 0 = near plane.
  467. * @param[in] numCascades Maximum number of cascades in the cascaded shadow map. Must be greater than zero
  468. * and greater or equal to @p index.
  469. * @return Distance to the split position along the view direction.
  470. */
  471. static float getCSMSplitDistance(const RendererView& view, UINT32 index, UINT32 numCascades);
  472. /**
  473. * Calculates a bias that can be applied when rendering shadow maps, in order to reduce shadow artifacts.
  474. *
  475. * @param[in] light Light to calculate the depth bias for.
  476. * @param[in] radius Radius of the light bounds.
  477. * @param[in] depthRange Range of depths (distance between near and far planes) covered by the shadow.
  478. * @param[in] mapSize Size of the shadow map, in pixels.
  479. * @return Depth bias that can be passed to shadow depth rendering shader.
  480. */
  481. static float getDepthBias(const Light& light, float radius, float depthRange, UINT32 mapSize);
  482. /**
  483. * Calculates a fade transition value that can be used for slowly fading-in the shadow, in order to avoid or reduce
  484. * shadow acne.
  485. *
  486. * @param[in] light Light to calculate the fade transition size for.
  487. * @param[in] radius Radius of the light bounds.
  488. * @param[in] depthRange Range of depths (distance between near and far planes) covered by the shadow.
  489. * @param[in] mapSize Size of the shadow map, in pixels.
  490. * @return Value that determines the size of the fade transition region.
  491. */
  492. static float getFadeTransition(const Light& light, float radius, float depthRange, UINT32 mapSize);
  493. /** Size of a single shadow map atlas, in pixels. */
  494. static const UINT32 MAX_ATLAS_SIZE;
  495. /** Determines how long will an unused shadow map atlas stay allocated, in frames. */
  496. static const UINT32 MAX_UNUSED_FRAMES;
  497. /** Determines the minimal resolution of a shadow map. */
  498. static const UINT32 MIN_SHADOW_MAP_SIZE;
  499. /** Determines the resolution at which shadow maps begin fading out. */
  500. static const UINT32 SHADOW_MAP_FADE_SIZE;
  501. /** Size of the border of a shadow map in a shadow map atlas, in pixels. */
  502. static const UINT32 SHADOW_MAP_BORDER;
  503. /** Percent of the length of a single cascade in a CSM, in which to fade out the cascade. */
  504. static const float CASCADE_FRACTION_FADE;
  505. UINT32 mShadowMapSize;
  506. Vector<ShadowMapAtlas> mDynamicShadowMaps;
  507. Vector<ShadowCascadedMap> mCascadedShadowMaps;
  508. Vector<ShadowCubemap> mShadowCubemaps;
  509. Vector<ShadowInfo> mShadowInfos;
  510. Vector<LightShadows> mSpotLightShadows;
  511. Vector<LightShadows> mRadialLightShadows;
  512. Vector<PerViewLightShadows> mDirectionalLightShadows;
  513. SPtr<VertexDeclaration> mPositionOnlyVD;
  514. // Mesh information used for drawing near & far planes
  515. mutable SPtr<IndexBuffer> mPlaneIB;
  516. mutable SPtr<VertexBuffer> mPlaneVB;
  517. // Mesh information used for drawing a shadow frustum
  518. mutable SPtr<IndexBuffer> mFrustumIB;
  519. mutable SPtr<VertexBuffer> mFrustumVB;
  520. Vector<bool> mRenderableVisibility; // Transient
  521. Vector<ShadowMapOptions> mSpotLightShadowOptions; // Transient
  522. Vector<ShadowMapOptions> mRadialLightShadowOptions; // Transient
  523. };
  524. /* @} */
  525. }}