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

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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/shadowMapPass.h"
#include "lighting/shadowMap/lightShadowMap.h"
#include "lighting/shadowMap/shadowMapManager.h"
#include "lighting/lightManager.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "renderInstance/renderObjectMgr.h"
#include "renderInstance/renderMeshMgr.h"
#include "renderInstance/renderTerrainMgr.h"
#include "renderInstance/renderImposterMgr.h"
#include "core/util/safeDelete.h"
#include "console/consoleTypes.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDebugEvent.h"
#include "platform/platformTimer.h"
const String ShadowMapPass::PassTypeName("ShadowMap");
U32 ShadowMapPass::smActiveShadowMaps = 0;
U32 ShadowMapPass::smUpdatedShadowMaps = 0;
U32 ShadowMapPass::smNearShadowMaps = 0;
U32 ShadowMapPass::smShadowMapsDrawCalls = 0;
U32 ShadowMapPass::smShadowMapPolyCount = 0;
U32 ShadowMapPass::smRenderTargetChanges = 0;
U32 ShadowMapPass::smShadowPoolTexturesCount = 0.;
F32 ShadowMapPass::smShadowPoolMemory = 0.0f;
bool ShadowMapPass::smDisableShadows = false;
bool ShadowMapPass::smDisableShadowsEditor = false;
bool ShadowMapPass::smDisableShadowsPref = false;
/// We have a default 8ms render budget for shadow rendering.
U32 ShadowMapPass::smRenderBudgetMs = 8;
ShadowMapPass::ShadowMapPass(LightManager* lightManager, ShadowMapManager* shadowManager)
{
mLightManager = lightManager;
mShadowManager = shadowManager;
mShadowRPM = new ShadowRenderPassManager();
mShadowRPM->assignName( "ShadowRenderPassManager" );
mShadowRPM->registerObject();
Sim::getRootGroup()->addObject( mShadowRPM );
// Setup our render pass manager
mShadowRPM->addManager( new RenderMeshMgr(RenderPassManager::RIT_Mesh, 0.3f, 0.3f) );
mShadowRPM->addManager( new RenderMeshMgr( RenderPassManager::RIT_Interior, 0.4f, 0.4f ) );
//mShadowRPM->addManager( new RenderObjectMgr() );
mShadowRPM->addManager( new RenderTerrainMgr( 0.5f, 0.5f ) );
mShadowRPM->addManager( new RenderImposterMgr( 0.6f, 0.6f ) );
mActiveLights = 0;
mTimer = PlatformTimer::create();
Con::addVariable( "$ShadowStats::activeMaps", TypeS32, &smActiveShadowMaps,
"The shadow stats showing the active number of shadow maps.\n"
"@ingroup AdvancedLighting\n" );
Con::addVariable( "$ShadowStats::updatedMaps", TypeS32, &smUpdatedShadowMaps,
"The shadow stats showing the number of shadow maps updated this frame.\n"
"@ingroup AdvancedLighting\n" );
Con::addVariable( "$ShadowStats::nearMaps", TypeS32, &smNearShadowMaps,
"The shadow stats showing the number of shadow maps that are close enough to be updated very frame.\n"
"@ingroup AdvancedLighting\n" );
Con::addVariable( "$ShadowStats::drawCalls", TypeS32, &smShadowMapsDrawCalls,
"The shadow stats showing the number of draw calls in shadow map renders for this frame.\n"
"@ingroup AdvancedLighting\n" );
Con::addVariable( "$ShadowStats::polyCount", TypeS32, &smShadowMapPolyCount,
"The shadow stats showing the number of triangles in shadow map renders for this frame.\n"
"@ingroup AdvancedLighting\n" );
Con::addVariable( "$ShadowStats::rtChanges", TypeS32, &smRenderTargetChanges,
"The shadow stats showing the number of render target changes for shadow maps in this frame.\n"
"@ingroup AdvancedLighting\n" );
Con::addVariable( "$ShadowStats::poolTexCount", TypeS32, &smShadowPoolTexturesCount,
"The shadow stats showing the number of shadow textures in the shadow texture pool.\n"
"@ingroup AdvancedLighting\n" );
Con::addVariable( "$ShadowStats::poolTexMemory", TypeF32, &smShadowPoolMemory,
"The shadow stats showing the approximate texture memory usage of the shadow map texture pool.\n"
"@ingroup AdvancedLighting\n" );
}
ShadowMapPass::~ShadowMapPass()
{
SAFE_DELETE( mTimer );
if ( mShadowRPM )
mShadowRPM->deleteObject();
}
void ShadowMapPass::render( SceneManager *sceneManager,
const SceneRenderState *diffuseState,
U32 objectMask )
{
PROFILE_SCOPE( ShadowMapPass_Render );
// Prep some shadow rendering stats.
smActiveShadowMaps = 0;
smUpdatedShadowMaps = 0;
smNearShadowMaps = 0;
GFXDeviceStatistics stats;
stats.start( GFX->getDeviceStatistics() );
// NOTE: The lights were already registered by SceneManager.
// Update mLights
mLights.clear();
mLightManager->getAllUnsortedLights( &mLights );
mActiveLights = mLights.size();
// Use the per-frame incremented time for
// priority updates and to track when the
// shadow was last updated.
const U32 currTime = Sim::getCurrentTime();
// First do a loop thru the lights setting up the shadow
// info array for this pass.
Vector<LightShadowMap*> shadowMaps;
shadowMaps.reserve( mActiveLights );
for ( U32 i = 0; i < mActiveLights; i++ )
{
ShadowMapParams *params = mLights[i]->getExtended<ShadowMapParams>();
// Before we do anything... skip lights without shadows.
if ( !mLights[i]->getCastShadows() || smDisableShadows )
continue;
LightShadowMap *lsm = params->getOrCreateShadowMap();
// First check the visiblity query... if it wasn't
// visible skip it.
if ( lsm->wasOccluded() )
continue;
// Any shadow that is visible is counted as being
// active regardless if we update it or not.
++smActiveShadowMaps;
// Do a priority update for this shadow.
lsm->updatePriority( diffuseState, currTime );
shadowMaps.push_back( lsm );
}
// Now sort the shadow info by priority.
shadowMaps.sort( LightShadowMap::cmpPriority );
GFXDEBUGEVENT_SCOPE( ShadowMapPass_Render, ColorI::RED );
// Use a timer for tracking our shadow rendering
// budget to ensure a high precision results.
mTimer->getElapsedMs();
mTimer->reset();
for ( U32 i = 0; i < shadowMaps.size(); i++ )
{
LightShadowMap *lsm = shadowMaps[i];
{
GFXDEBUGEVENT_SCOPE( ShadowMapPass_Render_Shadow, ColorI::RED );
mShadowManager->setLightShadowMap( lsm );
lsm->render( mShadowRPM, diffuseState );
++smUpdatedShadowMaps;
}
// View dependent shadows or ones that are covering the entire
// screen are updated every frame no matter the time left in
// our shadow rendering budget.
if ( lsm->isViewDependent() || lsm->getLastScreenSize() >= 1.0f )
{
++smNearShadowMaps;
continue;
}
// See if we're over our frame budget for shadow
// updates... give up completely in that case.
if ( mTimer->getElapsedMs() > smRenderBudgetMs )
break;
}
// Cleanup old unused textures.
LightShadowMap::releaseUnusedTextures();
// Update the stats.
stats.end( GFX->getDeviceStatistics() );
smShadowMapsDrawCalls = stats.mDrawCalls;
smShadowMapPolyCount = stats.mPolyCount;
smRenderTargetChanges = stats.mRenderTargetChanges;
smShadowPoolTexturesCount = ShadowMapProfile.getStats().activeCount;
smShadowPoolMemory = ( ShadowMapProfile.getStats().activeBytes / 1024.0f ) / 1024.0f;
// The NULL here is importaint as having it around
// will cause extra work in AdvancedLightManager::setLightInfo().
mShadowManager->setLightShadowMap( NULL );
}
void ShadowRenderPassManager::addInst( RenderInst *inst )
{
PROFILE_SCOPE(ShadowRenderPassManager_addInst);
if ( inst->type == RIT_Mesh || inst->type == RIT_Interior )
{
MeshRenderInst *meshRI = static_cast<MeshRenderInst*>( inst );
if ( !meshRI->matInst )
return;
const BaseMaterialDefinition *mat = meshRI->matInst->getMaterial();
if ( !mat->castsShadows() || mat->isTranslucent() )
{
// Do not add this instance, return here and avoid the default behavior
// of calling up to Parent::addInst()
return;
}
}
Parent::addInst(inst);
}