Sm.h 2.4 KB

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  1. // Copyright (C) 2009-2016, Panagiotis Christopoulos Charitos.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <anki/renderer/RenderingPass.h>
  7. #include <anki/Gr.h>
  8. #include <anki/resource/TextureResource.h>
  9. #include <anki/util/Array.h>
  10. namespace anki
  11. {
  12. // Forward
  13. class SceneNode;
  14. /// @addtogroup renderer
  15. /// @{
  16. /// Shadowmapping pass
  17. class Sm : private RenderingPass
  18. {
  19. public:
  20. static const U32 MAX_SHADOW_CASTERS = 16;
  21. anki_internal:
  22. static const PixelFormat DEPTH_RT_PIXEL_FORMAT;
  23. Sm(Renderer* r)
  24. : RenderingPass(r)
  25. {
  26. }
  27. ~Sm()
  28. {
  29. m_spots.destroy(getAllocator());
  30. m_omnis.destroy(getAllocator());
  31. }
  32. ANKI_USE_RESULT Error init(const ConfigSet& initializer);
  33. ANKI_USE_RESULT Error run(SArray<SceneNode*> spotShadowCasters,
  34. SArray<SceneNode*> omniShadowCasters,
  35. CommandBufferPtr& cmdBuff);
  36. Bool getEnabled() const
  37. {
  38. return m_enabled;
  39. }
  40. Bool getPoissonEnabled() const
  41. {
  42. return m_poissonEnabled;
  43. }
  44. /// Get max shadow casters
  45. U32 getMaxLightsCount()
  46. {
  47. return m_spots.getSize();
  48. }
  49. TexturePtr& getSpotTextureArray()
  50. {
  51. return m_spotTexArray;
  52. }
  53. TexturePtr& getOmniTextureArray()
  54. {
  55. return m_omniTexArray;
  56. }
  57. private:
  58. TexturePtr m_spotTexArray;
  59. TexturePtr m_omniTexArray;
  60. class ShadowmapBase
  61. {
  62. public:
  63. U32 m_layerId;
  64. SceneNode* m_light = nullptr;
  65. U32 m_timestamp = 0; ///< Timestamp of last render or light change
  66. };
  67. class ShadowmapSpot : public ShadowmapBase
  68. {
  69. public:
  70. FramebufferPtr m_fb;
  71. };
  72. class ShadowmapOmni : public ShadowmapBase
  73. {
  74. public:
  75. Array<FramebufferPtr, 6> m_fb;
  76. };
  77. DArray<ShadowmapSpot> m_spots;
  78. DArray<ShadowmapOmni> m_omnis;
  79. /// If false then disable SM at all
  80. Bool8 m_enabled;
  81. /// Enable Poisson for all the levels
  82. Bool8 m_poissonEnabled = false;
  83. /// Shadowmap bilinear filtering for the first level. Better quality
  84. Bool8 m_bilinearEnabled;
  85. /// Shadowmap resolution
  86. U32 m_resolution;
  87. /// Find the best shadowmap for that light
  88. template<typename TShadowmap, typename TContainer>
  89. void bestCandidate(SceneNode& light, TContainer& arr, TShadowmap*& out);
  90. /// Check if a shadow pass can be skipped.
  91. Bool skip(SceneNode& light, ShadowmapBase& sm);
  92. ANKI_USE_RESULT Error doSpotLight(
  93. SceneNode& light, CommandBufferPtr& cmdBuff);
  94. ANKI_USE_RESULT Error doOmniLight(
  95. SceneNode& light, CommandBufferPtr& cmdBuff);
  96. };
  97. /// @}
  98. } // end namespace anki