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

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//-----------------------------------------------------------------------------
// 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/dualParaboloidLightShadowMap.h"
#include "lighting/common/lightMapParams.h"
#include "lighting/shadowMap/shadowMapManager.h"
#include "math/mathUtils.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/util/gfxFrustumSaver.h"
#include "renderInstance/renderPassManager.h"
#include "materials/materialDefinition.h"
#include "math/util/matrixSet.h"
DualParaboloidLightShadowMap::DualParaboloidLightShadowMap( LightInfo *light )
: Parent( light )
{
}
void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
const SceneRenderState *diffuseState )
{
PROFILE_SCOPE(DualParaboloidLightShadowMap_render);
const ShadowMapParams *p = mLight->getExtended<ShadowMapParams>();
const LightMapParams *lmParams = mLight->getExtended<LightMapParams>();
const bool bUseLightmappedGeometry = lmParams ? !lmParams->representedInLightmap || lmParams->includeLightmappedGeometryInShadow : true;
const U32 texSize = getBestTexSize( 2 );
if ( mShadowMapTex.isNull() ||
mTexSize != texSize )
{
mTexSize = texSize;
mShadowMapTex.set( mTexSize * 2, mTexSize,
ShadowMapFormat, &ShadowMapProfile,
"DualParaboloidLightShadowMap" );
mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
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}
GFXFrustumSaver frustSaver;
GFXTransformSaver saver;
// Set and Clear target
GFX->pushActiveRenderTarget();
mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex);
mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
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GFX->setActiveRenderTarget(mTarget);
GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 0.0f, 0);
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const bool bUseSinglePassDPM = (p->shadowType == ShadowType_DualParaboloidSinglePass);
// Set up matrix and visible distance
mWorldToLightProj = mLight->getTransform();
mWorldToLightProj.inverse();
const F32 &lightRadius = mLight->getRange().x;
const F32 paraboloidNearPlane = 0.01f;
const F32 renderPosOffset = 0.01f;
// Alter for creation of scene state if this is a single pass map
if(bUseSinglePassDPM)
{
VectorF camDir;
MatrixF temp = mLight->getTransform();
temp.getColumn(1, &camDir);
temp.setPosition(mLight->getPosition() - camDir * (lightRadius + renderPosOffset));
temp.inverse();
GFX->setWorldMatrix(temp);
GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, 2.0f * lightRadius, true);
}
else
{
VectorF camDir;
MatrixF temp = mLight->getTransform();
temp.getColumn(1, &camDir);
temp.setPosition(mLight->getPosition() - camDir * renderPosOffset);
temp.inverse();
GFX->setWorldMatrix(temp);
GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, lightRadius, true);
}
SceneManager* sceneManager = diffuseState->getSceneManager();
// Front map render
{
SceneRenderState frontMapRenderState
(
sceneManager,
SPT_Shadow,
SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
renderPass
);
frontMapRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
frontMapRenderState.renderNonLightmappedMeshes( true );
frontMapRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
frontMapRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
frontMapRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
if(bUseSinglePassDPM)
{
GFX->setWorldMatrix(mWorldToLightProj);
frontMapRenderState.getRenderPass()->getMatrixSet().setSceneView(mWorldToLightProj);
GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, lightRadius, true);
}
GFXDEBUGEVENT_SCOPE( DualParaboloidLightShadowMap_Render_FrontFacingParaboloid, ColorI::RED );
mShadowMapScale.set(0.5f, 1.0f);
mShadowMapOffset.set(-0.5f, 0.0f);
sceneManager->renderSceneNoLights( &frontMapRenderState, SHADOW_TYPEMASK );
_debugRender( &frontMapRenderState );
}
// Back map render
if(!bUseSinglePassDPM)
{
GFXDEBUGEVENT_SCOPE( DualParaboloidLightShadowMap_Render_BackFacingParaboloid, ColorI::RED );
mShadowMapScale.set(0.5f, 1.0f);
mShadowMapOffset.set(0.5f, 0.0f);
// Invert direction on camera matrix
VectorF right, forward;
MatrixF temp = mLight->getTransform();
temp.getColumn( 1, &forward );
temp.getColumn( 0, &right );
forward *= -1.0f;
right *= -1.0f;
temp.setColumn( 1, forward );
temp.setColumn( 0, right );
temp.setPosition(mLight->getPosition() - forward * -renderPosOffset);
temp.inverse();
GFX->setWorldMatrix(temp);
// Create an inverted scene state for the back-map
SceneRenderState backMapRenderState
(
sceneManager,
SPT_Shadow,
SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
renderPass
);
backMapRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
backMapRenderState.renderNonLightmappedMeshes( true );
backMapRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
backMapRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
backMapRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
backMapRenderState.getRenderPass()->getMatrixSet().setSceneView(temp);
// Draw scene
sceneManager->renderSceneNoLights( &backMapRenderState );
_debugRender( &backMapRenderState );
}
mTarget->resolve();
GFX->popActiveRenderTarget();
}