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. BS_PARAM_BLOCK_BEGIN(ShadowParamsDef)
  23. BS_PARAM_BLOCK_ENTRY(Matrix4, gMatViewProj)
  24. BS_PARAM_BLOCK_ENTRY(Vector2, gNDCZToDeviceZ)
  25. BS_PARAM_BLOCK_ENTRY(float, gDepthBias)
  26. BS_PARAM_BLOCK_ENTRY(float, gInvDepthRange)
  27. BS_PARAM_BLOCK_END
  28. extern ShadowParamsDef gShadowParamsDef;
  29. /** Material used for rendering a single face of a shadow map. */
  30. class ShadowDepthNormalMat : public RendererMaterial<ShadowDepthNormalMat>
  31. {
  32. RMAT_DEF("ShadowDepthNormal.bsl");
  33. /** Helper method used for initializing variations of this material. */
  34. template<bool skinned, bool morph>
  35. static const ShaderVariation& getVariation()
  36. {
  37. static ShaderVariation variation = ShaderVariation({
  38. ShaderVariation::Param("SKINNED", skinned),
  39. ShaderVariation::Param("MORPH", morph)
  40. });
  41. return variation;
  42. }
  43. public:
  44. ShadowDepthNormalMat();
  45. /** Binds the material to the pipeline, ready to be used on subsequent draw calls. */
  46. void bind(const SPtr<GpuParamBlockBuffer>& shadowParams);
  47. /** Sets a new buffer that determines per-object properties. */
  48. void setPerObjectBuffer(const SPtr<GpuParamBlockBuffer>& perObjectParams);
  49. /**
  50. * Returns the material variation matching the provided parameters.
  51. *
  52. * @param[in] skinned True if the shadow caster supports bone animation.
  53. * @param[in] morph True if the shadow caster supports morph shape animation.
  54. */
  55. static ShadowDepthNormalMat* getVariation(bool skinned, bool morph);
  56. };
  57. /** Material used for rendering a single face of a shadow map, for a directional light. */
  58. class ShadowDepthDirectionalMat : public RendererMaterial<ShadowDepthDirectionalMat>
  59. {
  60. RMAT_DEF("ShadowDepthDirectional.bsl");
  61. /** Helper method used for initializing variations of this material. */
  62. template<bool skinned, bool morph>
  63. static const ShaderVariation& getVariation()
  64. {
  65. static ShaderVariation variation = ShaderVariation({
  66. ShaderVariation::Param("SKINNED", skinned),
  67. ShaderVariation::Param("MORPH", morph)
  68. });
  69. return variation;
  70. }
  71. public:
  72. ShadowDepthDirectionalMat();
  73. /** Binds the material to the pipeline, ready to be used on subsequent draw calls. */
  74. void bind(const SPtr<GpuParamBlockBuffer>& shadowParams);
  75. /** Sets a new buffer that determines per-object properties. */
  76. void setPerObjectBuffer(const SPtr<GpuParamBlockBuffer>& perObjectParams);
  77. /**
  78. * Returns the material variation matching the provided parameters.
  79. *
  80. * @param[in] skinned True if the shadow caster supports bone animation.
  81. * @param[in] morph True if the shadow caster supports morph shape animation.
  82. */
  83. static ShadowDepthDirectionalMat* getVariation(bool skinned, bool morph);
  84. };
  85. BS_PARAM_BLOCK_BEGIN(ShadowCubeMatricesDef)
  86. BS_PARAM_BLOCK_ENTRY_ARRAY(Matrix4, gFaceVPMatrices, 6)
  87. BS_PARAM_BLOCK_END
  88. extern ShadowCubeMatricesDef gShadowCubeMatricesDef;
  89. BS_PARAM_BLOCK_BEGIN(ShadowCubeMasksDef)
  90. BS_PARAM_BLOCK_ENTRY_ARRAY(int, gFaceMasks, 6)
  91. BS_PARAM_BLOCK_END
  92. extern ShadowCubeMasksDef gShadowCubeMasksDef;
  93. /** Material used for rendering an omni directional cube shadow map. */
  94. class ShadowDepthCubeMat : public RendererMaterial<ShadowDepthCubeMat>
  95. {
  96. RMAT_DEF("ShadowDepthCube.bsl");
  97. /** Helper method used for initializing variations of this material. */
  98. template<bool skinned, bool morph>
  99. static const ShaderVariation& getVariation()
  100. {
  101. static ShaderVariation variation = ShaderVariation({
  102. ShaderVariation::Param("SKINNED", skinned),
  103. ShaderVariation::Param("MORPH", morph)
  104. });
  105. return variation;
  106. }
  107. public:
  108. ShadowDepthCubeMat();
  109. /** Binds the material to the pipeline, ready to be used on subsequent draw calls. */
  110. void bind(const SPtr<GpuParamBlockBuffer>& shadowParams, const SPtr<GpuParamBlockBuffer>& shadowCubeParams);
  111. /** Sets a new buffer that determines per-object properties. */
  112. void setPerObjectBuffer(const SPtr<GpuParamBlockBuffer>& perObjectParams,
  113. const SPtr<GpuParamBlockBuffer>& shadowCubeMasks);
  114. /**
  115. * Returns the material variation matching the provided parameters.
  116. *
  117. * @param[in] skinned True if the shadow caster supports bone animation.
  118. * @param[in] morph True if the shadow caster supports morph shape animation.
  119. */
  120. static ShadowDepthCubeMat* getVariation(bool skinned, bool morph);
  121. };
  122. BS_PARAM_BLOCK_BEGIN(ShadowProjectVertParamsDef)
  123. BS_PARAM_BLOCK_ENTRY(Vector4, gPositionAndScale)
  124. BS_PARAM_BLOCK_END
  125. extern ShadowProjectVertParamsDef gShadowProjectVertParamsDef;
  126. /** Material used for populating the stencil buffer when projecting non-omnidirectional shadows. */
  127. class ShadowProjectStencilMat : public RendererMaterial<ShadowProjectStencilMat>
  128. {
  129. RMAT_DEF("ShadowProjectStencil.bsl");
  130. /** Helper method used for initializing variations of this material. */
  131. template<bool directional, bool useZFailStencil>
  132. static const ShaderVariation& getVariation()
  133. {
  134. static ShaderVariation variation = ShaderVariation({
  135. ShaderVariation::Param("NEEDS_TRANSFORM", !directional),
  136. ShaderVariation::Param("USE_ZFAIL_STENCIL", useZFailStencil)
  137. });
  138. return variation;
  139. };
  140. public:
  141. ShadowProjectStencilMat();
  142. /** Binds the material and its parameters to the pipeline. */
  143. void bind(const SPtr<GpuParamBlockBuffer>& perCamera);
  144. /** Returns the material variation matching the provided parameters.
  145. *
  146. * @param[in] directional Set to true if shadows from a directional light are being rendered.
  147. * @param[in] useZFailStencil If true the material will use z-fail operation to modify the stencil buffer. If
  148. * false z-pass will be used instead. Z-pass is a more performant alternative as it
  149. * doesn't disable hi-z optimization, but it cannot handle the case when the viewer is
  150. * inside the drawn geometry.
  151. */
  152. static ShadowProjectStencilMat* getVariation(bool directional, bool useZFailStencil);
  153. private:
  154. SPtr<GpuParamBlockBuffer> mVertParams;
  155. };
  156. /** Common parameters used by the shadow projection materials. */
  157. struct ShadowProjectParams
  158. {
  159. ShadowProjectParams(const Light& light, const SPtr<Texture>& shadowMap,
  160. const SPtr<GpuParamBlockBuffer>& shadowParams, const SPtr<GpuParamBlockBuffer>& perCameraParams,
  161. GBufferTextures gbuffer)
  162. : light(light), shadowMap(shadowMap), shadowParams(shadowParams), perCamera(perCameraParams), gbuffer(gbuffer)
  163. { }
  164. /** Light which is casting the shadow. */
  165. const Light& light;
  166. /** Texture containing the shadow map. */
  167. const SPtr<Texture>& shadowMap;
  168. /** Parameter block containing parameters specific for shadow projection. */
  169. const SPtr<GpuParamBlockBuffer> shadowParams;
  170. /** Parameter block containing parameters specific to this view. */
  171. const SPtr<GpuParamBlockBuffer>& perCamera;
  172. /** Contains the GBuffer textures. */
  173. GBufferTextures gbuffer;
  174. };
  175. BS_PARAM_BLOCK_BEGIN(ShadowProjectParamsDef)
  176. BS_PARAM_BLOCK_ENTRY(Matrix4, gMixedToShadowSpace)
  177. BS_PARAM_BLOCK_ENTRY(Vector2, gShadowMapSize)
  178. BS_PARAM_BLOCK_ENTRY(Vector2, gShadowMapSizeInv)
  179. BS_PARAM_BLOCK_ENTRY(float, gSoftTransitionScale)
  180. BS_PARAM_BLOCK_ENTRY(float, gFadePercent)
  181. BS_PARAM_BLOCK_ENTRY(float, gFadePlaneDepth)
  182. BS_PARAM_BLOCK_ENTRY(float, gInvFadePlaneRange)
  183. BS_PARAM_BLOCK_ENTRY(float, gFace)
  184. BS_PARAM_BLOCK_END
  185. extern ShadowProjectParamsDef gShadowProjectParamsDef;
  186. /** Material used for projecting depth into a shadow accumulation buffer for non-omnidirectional shadow maps. */
  187. class ShadowProjectMat : public RendererMaterial<ShadowProjectMat>
  188. {
  189. RMAT_DEF("ShadowProject.bsl");
  190. /** Helper method used for initializing variations of this material. */
  191. template<UINT32 quality, bool directional, bool MSAA>
  192. static const ShaderVariation& getVariation()
  193. {
  194. static ShaderVariation variation = ShaderVariation({
  195. ShaderVariation::Param("SHADOW_QUALITY", quality),
  196. ShaderVariation::Param("CASCADING", directional),
  197. ShaderVariation::Param("NEEDS_TRANSFORM", !directional),
  198. ShaderVariation::Param("MSAA_COUNT", MSAA ? 2 : 1)
  199. });
  200. return variation;
  201. };
  202. public:
  203. ShadowProjectMat();
  204. /** Binds the material and its parameters to the pipeline. */
  205. void bind(const ShadowProjectParams& params);
  206. /** Returns the material variation matching the provided parameters.
  207. *
  208. * @param[in] quality Quality of the shadow filtering to use. In range [1, 4].
  209. * @param[in] directional True if rendering a shadow from a directional light.
  210. * @param[in] MSAA True if the GBuffer contains per-sample data.
  211. */
  212. static ShadowProjectMat* getVariation(UINT32 quality, bool directional, bool MSAA);
  213. private:
  214. SPtr<SamplerState> mSamplerState;
  215. SPtr<GpuParamBlockBuffer> mVertParams;
  216. GBufferParams mGBufferParams;
  217. GpuParamTexture mShadowMapParam;
  218. GpuParamSampState mShadowSamplerParam;
  219. };
  220. BS_PARAM_BLOCK_BEGIN(ShadowProjectOmniParamsDef)
  221. BS_PARAM_BLOCK_ENTRY_ARRAY(Matrix4, gFaceVPMatrices, 6)
  222. BS_PARAM_BLOCK_ENTRY(Vector4, gLightPosAndRadius)
  223. BS_PARAM_BLOCK_ENTRY(float, gInvResolution)
  224. BS_PARAM_BLOCK_ENTRY(float, gFadePercent)
  225. BS_PARAM_BLOCK_ENTRY(float, gDepthBias)
  226. BS_PARAM_BLOCK_END
  227. extern ShadowProjectOmniParamsDef gShadowProjectOmniParamsDef;
  228. /** Material used for projecting depth into a shadow accumulation buffer for omnidirectional shadow maps. */
  229. class ShadowProjectOmniMat : public RendererMaterial<ShadowProjectOmniMat>
  230. {
  231. RMAT_DEF("ShadowProjectOmni.bsl");
  232. /** Helper method used for initializing variations of this material. */
  233. template<UINT32 quality, bool inside, bool MSAA>
  234. static const ShaderVariation& getVariation()
  235. {
  236. static ShaderVariation variation = ShaderVariation({
  237. ShaderVariation::Param("SHADOW_QUALITY", quality),
  238. ShaderVariation::Param("VIEWER_INSIDE_VOLUME", inside),
  239. ShaderVariation::Param("NEEDS_TRANSFORM", true),
  240. ShaderVariation::Param("MSAA_COUNT", MSAA ? 2 : 1)
  241. });
  242. return variation;
  243. };
  244. public:
  245. ShadowProjectOmniMat();
  246. /** Binds the material and its parameters to the pipeline. */
  247. void bind(const ShadowProjectParams& params);
  248. /** Returns the material variation matching the provided parameters.
  249. *
  250. * @param[in] quality Quality of the shadow filtering to use. In range [1, 4].
  251. * @param[in] inside True if the viewer is inside the light volume.
  252. * @param[in] MSAA True if the GBuffer contains per-sample data.
  253. */
  254. static ShadowProjectOmniMat* getVariation(UINT32 quality, bool inside, bool MSAA);
  255. private:
  256. SPtr<SamplerState> mSamplerState;
  257. SPtr<GpuParamBlockBuffer> mVertParams;
  258. GBufferParams mGBufferParams;
  259. GpuParamTexture mShadowMapParam;
  260. GpuParamSampState mShadowSamplerParam;
  261. };
  262. /** Pixel format used for rendering and storing shadow maps. */
  263. const PixelFormat SHADOW_MAP_FORMAT = PF_D16;
  264. /** Information about a shadow cast from a single light. */
  265. struct ShadowInfo
  266. {
  267. /** Updates normalized area coordinates based on the non-normalized ones and the provided atlas size. */
  268. void updateNormArea(UINT32 atlasSize);
  269. UINT32 lightIdx; /**< Index of the light casting this shadow. */
  270. Rect2I area; /**< Area of the shadow map in pixels, relative to its source texture. */
  271. Rect2 normArea; /**< Normalized shadow map area in [0, 1] range. */
  272. UINT32 textureIdx; /**< Index of the texture the shadow map is stored in. */
  273. float depthNear; /**< Distance to the near plane. */
  274. float depthFar; /**< Distance to the far plane. */
  275. float depthFade; /**< Distance to the plane at which to start fading out the shadows (only for CSM). */
  276. float fadeRange; /**< Distance from the fade plane to the far plane (only for CSM). */
  277. float depthBias; /**< Bias used to reduce shadow acne. */
  278. float depthRange; /**< Length of the range covered by the shadow caster volume. */
  279. UINT32 cascadeIdx; /**< Index of a cascade. Only relevant for CSM. */
  280. /** View-projection matrix from the shadow casters point of view. */
  281. Matrix4 shadowVPTransform;
  282. /** View-projection matrix for each cubemap face, used for omni-directional shadows. */
  283. Matrix4 shadowVPTransforms[6];
  284. /** Bounds of the geometry the shadow is being applied on. */
  285. Sphere subjectBounds;
  286. /** Determines the fade amount of the shadow, for each view in the scene. */
  287. SmallVector<float, 6> fadePerView;
  288. };
  289. /**
  290. * Contains a texture that serves as an atlas for one or multiple shadow maps. Provides methods for inserting new maps
  291. * in the atlas.
  292. */
  293. class ShadowMapAtlas
  294. {
  295. public:
  296. ShadowMapAtlas(UINT32 size);
  297. /**
  298. * Registers a new map in the shadow map atlas. Returns true if the map fits in the atlas, or false otherwise.
  299. * Resets the last used counter to zero.
  300. */
  301. bool addMap(UINT32 size, Rect2I& area, UINT32 border = 4);
  302. /** Clears all shadow maps from the atlas. Increments the last used counter.*/
  303. void clear();
  304. /** Checks have any maps been added to the atlas. */
  305. bool isEmpty() const;
  306. /**
  307. * Returns the value of the last used counter. See addMap() and clear() for information on how the counter is
  308. * incremented/decremented.
  309. */
  310. UINT32 getLastUsedCounter() const { return mLastUsedCounter; }
  311. /** Returns the bindable atlas texture. */
  312. SPtr<Texture> getTexture() const;
  313. /** Returns the render target that allows you to render into the atlas. */
  314. SPtr<RenderTexture> getTarget() const;
  315. private:
  316. SPtr<PooledRenderTexture> mAtlas;
  317. TextureAtlasLayout mLayout;
  318. UINT32 mLastUsedCounter;
  319. };
  320. /** Contains common code for different shadow map types. */
  321. class ShadowMapBase
  322. {
  323. public:
  324. ShadowMapBase(UINT32 size);
  325. virtual ~ShadowMapBase() {}
  326. /** Returns the bindable shadow map texture. */
  327. SPtr<Texture> getTexture() const;
  328. /** Returns the size of a single face of the shadow map texture, in pixels. */
  329. UINT32 getSize() const { return mSize; }
  330. /** Makes the shadow map available for re-use and increments the counter returned by getLastUsedCounter(). */
  331. void clear() { mIsUsed = false; mLastUsedCounter++; }
  332. /** Marks the shadow map as used and resets the last used counter to zero. */
  333. void markAsUsed() { mIsUsed = true; mLastUsedCounter = 0; }
  334. /** Returns true if the object is storing a valid shadow map. */
  335. bool isUsed() const { return mIsUsed; }
  336. /**
  337. * Returns the value of the last used counter. See incrementUseCounter() and markAsUsed() for information on how is
  338. * the counter incremented/decremented.
  339. */
  340. UINT32 getLastUsedCounter() const { return mLastUsedCounter; }
  341. protected:
  342. SPtr<PooledRenderTexture> mShadowMap;
  343. UINT32 mSize;
  344. bool mIsUsed;
  345. UINT32 mLastUsedCounter;
  346. };
  347. /** Contains a cubemap for storing an omnidirectional cubemap. */
  348. class ShadowCubemap : public ShadowMapBase
  349. {
  350. public:
  351. ShadowCubemap(UINT32 size);
  352. /** Returns a render target encompassing all six faces of the shadow cubemap. */
  353. SPtr<RenderTexture> getTarget() const;
  354. };
  355. /** Contains a texture required for rendering cascaded shadow maps. */
  356. class ShadowCascadedMap : public ShadowMapBase
  357. {
  358. public:
  359. ShadowCascadedMap(UINT32 size, UINT32 numCascades);
  360. /** Returns the total number of cascades in the cascade shadow map. */
  361. UINT32 getNumCascades() const { return mNumCascades; }
  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. UINT32 mNumCascades;
  370. Vector<SPtr<RenderTexture>> mTargets;
  371. Vector<ShadowInfo> mShadowInfos;
  372. };
  373. /** Provides functionality for rendering shadow maps. */
  374. class ShadowRendering
  375. {
  376. /** Contains information required for generating a shadow map for a specific light. */
  377. struct ShadowMapOptions
  378. {
  379. UINT32 lightIdx;
  380. UINT32 mapSize;
  381. SmallVector<float, 6> fadePercents;
  382. };
  383. /** Contains references to all shadows cast by a specific light. */
  384. struct LightShadows
  385. {
  386. UINT32 startIdx = 0;
  387. UINT32 numShadows = 0;
  388. };
  389. /** Contains references to all shadows cast by a specific light, per view. */
  390. struct PerViewLightShadows
  391. {
  392. SmallVector<LightShadows, 6> viewShadows;
  393. };
  394. public:
  395. ShadowRendering(UINT32 shadowMapSize);
  396. /** For each visible shadow casting light, renders a shadow map from its point of view. */
  397. void renderShadowMaps(RendererScene& scene, const RendererViewGroup& viewGroup, const FrameInfo& frameInfo);
  398. /**
  399. * Renders shadow occlusion values for the specified light, through the provided view, into the currently bound
  400. * render target. The system uses shadow maps rendered by renderShadowMaps().
  401. */
  402. void renderShadowOcclusion(const RendererView& view, const RendererLight& light, 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
  468. * zero 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. }}