Torque3D/Engine/source/lighting/shadowMap/singleLightShadowMap.cpp

129 lines
4.8 KiB
C++
Raw Normal View History

2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "lighting/shadowMap/singleLightShadowMap.h"
#include "lighting/shadowMap/shadowMapManager.h"
#include "lighting/common/lightMapParams.h"
#include "console/console.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
//#include "scene/sceneReflectPass.h"
#include "gfx/gfxDevice.h"
#include "gfx/util/gfxFrustumSaver.h"
#include "gfx/gfxTransformSaver.h"
#include "renderInstance/renderPassManager.h"
SingleLightShadowMap::SingleLightShadowMap( LightInfo *light )
: LightShadowMap( light )
{
}
SingleLightShadowMap::~SingleLightShadowMap()
{
releaseTextures();
}
void SingleLightShadowMap::_render( RenderPassManager* renderPass,
const SceneRenderState *diffuseState )
{
PROFILE_SCOPE(SingleLightShadowMap_render);
const LightMapParams *lmParams = mLight->getExtended<LightMapParams>();
const bool bUseLightmappedGeometry = lmParams ? !lmParams->representedInLightmap || lmParams->includeLightmappedGeometryInShadow : true;
const U32 texSize = getBestTexSize();
if ( mShadowMapTex.isNull() ||
mTexSize != texSize )
{
mTexSize = texSize;
mShadowMapTex.set( mTexSize, mTexSize,
ShadowMapFormat, &ShadowMapProfile,
"SingleLightShadowMap" );
}
GFXFrustumSaver frustSaver;
GFXTransformSaver saver;
MatrixF lightMatrix;
calcLightMatrices( lightMatrix, diffuseState->getCameraFrustum() );
2012-09-19 15:15:01 +00:00
lightMatrix.inverse();
GFX->setWorldMatrix(lightMatrix);
const MatrixF& lightProj = GFX->getProjectionMatrix();
mWorldToLightProj = lightProj * lightMatrix;
// Render the shadowmap!
GFX->pushActiveRenderTarget();
mTarget->attachTexture( GFXTextureTarget::Color0, mShadowMapTex );
mTarget->attachTexture( GFXTextureTarget::DepthStencil,
_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
GFX->setActiveRenderTarget(mTarget);
GFX->clear(GFXClearStencil | GFXClearZBuffer | GFXClearTarget, ColorI(255,255,255), 0.0f, 0);
2012-09-19 15:15:01 +00:00
SceneManager* sceneManager = diffuseState->getSceneManager();
SceneRenderState shadowRenderState
(
sceneManager,
SPT_Shadow,
SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
renderPass
);
shadowRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
shadowRenderState.renderNonLightmappedMeshes( true );
shadowRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
shadowRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
shadowRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
sceneManager->renderSceneNoLights( &shadowRenderState, SHADOW_TYPEMASK );
_debugRender( &shadowRenderState );
mTarget->resolve();
GFX->popActiveRenderTarget();
}
void SingleLightShadowMap::setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc)
{
if ( lsc->mTapRotationTexSC->isValid() )
GFX->setTexture( lsc->mTapRotationTexSC->getSamplerRegister(),
SHADOWMGR->getTapRotationTex() );
ShadowMapParams *p = mLight->getExtended<ShadowMapParams>();
if ( lsc->mLightParamsSC->isValid() )
{
Point4F lightParams( mLight->getRange().x,
p->overDarkFactor.x,
0.0f,
0.0f );
params->set(lsc->mLightParamsSC, lightParams);
}
// The softness is a factor of the texel size.
params->setSafe( lsc->mShadowSoftnessConst, p->shadowSoftness * ( 1.0f / mTexSize ) );
}