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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results. With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling) System operates as follows: 1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed) 2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed 3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp) 4) initial shadowmaps are generated for each light and 'list'. 5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed. Special notes: dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer. StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second) scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8 to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
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2044b2691e
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54 changed files with 1477 additions and 464 deletions
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@ -92,14 +92,17 @@ LightShadowMap::LightShadowMap( LightInfo *light )
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mVizQuery( NULL ),
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mWasOccluded( false ),
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mLastScreenSize( 0.0f ),
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mLastPriority( 0.0f )
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mLastPriority( 0.0f ),
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mIsDynamic( false )
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{
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GFXTextureManager::addEventDelegate( this, &LightShadowMap::_onTextureEvent );
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mTarget = GFX->allocRenderToTextureTarget();
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mVizQuery = GFX->createOcclusionQuery();
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smShadowMaps.push_back( this );
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smShadowMaps.push_back(this);
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mStaticRefreshTimer = PlatformTimer::create();
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mDynamicRefreshTimer = PlatformTimer::create();
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}
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LightShadowMap::~LightShadowMap()
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@ -268,11 +271,20 @@ GFXTextureObject* LightShadowMap::_getDepthTarget( U32 width, U32 height )
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bool LightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc )
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{
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if ( currTexFlag == Material::DynamicLight )
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if ( currTexFlag == Material::DynamicLight && !isDynamic() )
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{
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S32 reg = lsc->mShadowMapSC->getSamplerRegister();
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if ( reg != -1 )
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GFX->setTexture( reg, mShadowMapTex);
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if ( reg != -1 )
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GFX->setTexture( reg, mShadowMapTex);
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return true;
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} else if ( currTexFlag == Material::DynamicShadowMap && isDynamic() )
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{
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S32 reg = lsc->mDynamicShadowMapSC->getSamplerRegister();
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if ( reg != -1 )
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GFX->setTexture( reg, mShadowMapTex);
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return true;
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}
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@ -296,8 +308,18 @@ bool LightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants*
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}
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void LightShadowMap::render( RenderPassManager* renderPass,
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const SceneRenderState *diffuseState )
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const SceneRenderState *diffuseState,
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bool _dynamic)
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{
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// control how often shadow maps are refreshed
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if (!_dynamic && (mStaticRefreshTimer->getElapsedMs() < getLightInfo()->getStaticRefreshFreq()))
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return;
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mStaticRefreshTimer->reset();
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if (_dynamic && (mDynamicRefreshTimer->getElapsedMs() < getLightInfo()->getDynamicRefreshFreq()))
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return;
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mDynamicRefreshTimer->reset();
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mDebugTarget.setTexture( NULL );
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_render( renderPass, diffuseState );
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mDebugTarget.setTexture( mShadowMapTex );
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@ -456,25 +478,35 @@ LightingShaderConstants::LightingShaderConstants()
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mLightInvRadiusSqSC(NULL),
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mLightSpotDirSC(NULL),
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mLightSpotAngleSC(NULL),
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mLightSpotFalloffSC(NULL),
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mLightSpotFalloffSC(NULL),
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mShadowMapSC(NULL),
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mDynamicShadowMapSC(NULL),
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mShadowMapSizeSC(NULL),
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mCookieMapSC(NULL),
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mRandomDirsConst(NULL),
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mShadowSoftnessConst(NULL),
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mAtlasXOffsetSC(NULL),
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mAtlasYOffsetSC(NULL),
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mAtlasScaleSC(NULL),
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mFadeStartLength(NULL),
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mOverDarkFactorPSSM(NULL),
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mTapRotationTexSC(NULL),
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mWorldToLightProjSC(NULL),
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mViewToLightProjSC(NULL),
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mScaleXSC(NULL),
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mScaleYSC(NULL),
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mOffsetXSC(NULL),
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mOffsetYSC(NULL),
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mAtlasXOffsetSC(NULL),
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mAtlasYOffsetSC(NULL),
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mAtlasScaleSC(NULL),
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mFadeStartLength(NULL),
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mFarPlaneScalePSSM(NULL),
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mOverDarkFactorPSSM(NULL),
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mTapRotationTexSC(NULL)
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mDynamicWorldToLightProjSC(NULL),
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mDynamicViewToLightProjSC(NULL),
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mDynamicScaleXSC(NULL),
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mDynamicScaleYSC(NULL),
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mDynamicOffsetXSC(NULL),
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mDynamicOffsetYSC(NULL),
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mDynamicFarPlaneScalePSSM(NULL)
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{
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}
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@ -513,29 +545,35 @@ void LightingShaderConstants::init(GFXShader* shader)
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mLightSpotFalloffSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotFalloff );
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mShadowMapSC = shader->getShaderConstHandle("$shadowMap");
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mDynamicShadowMapSC = shader->getShaderConstHandle("$dynamicShadowMap");
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mShadowMapSizeSC = shader->getShaderConstHandle("$shadowMapSize");
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mCookieMapSC = shader->getShaderConstHandle("$cookieMap");
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mShadowSoftnessConst = shader->getShaderConstHandle("$shadowSoftness");
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mWorldToLightProjSC = shader->getShaderConstHandle("$worldToLightProj");
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mViewToLightProjSC = shader->getShaderConstHandle("$viewToLightProj");
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mScaleXSC = shader->getShaderConstHandle("$scaleX");
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mScaleYSC = shader->getShaderConstHandle("$scaleY");
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mOffsetXSC = shader->getShaderConstHandle("$offsetX");
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mOffsetYSC = shader->getShaderConstHandle("$offsetY");
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mAtlasXOffsetSC = shader->getShaderConstHandle("$atlasXOffset");
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mAtlasYOffsetSC = shader->getShaderConstHandle("$atlasYOffset");
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mAtlasScaleSC = shader->getShaderConstHandle("$atlasScale");
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mFadeStartLength = shader->getShaderConstHandle("$fadeStartLength");
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mOverDarkFactorPSSM = shader->getShaderConstHandle("$overDarkPSSM");
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mTapRotationTexSC = shader->getShaderConstHandle( "$gTapRotationTex" );
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mWorldToLightProjSC = shader->getShaderConstHandle("$worldToLightProj");
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mViewToLightProjSC = shader->getShaderConstHandle("$viewToLightProj");
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mScaleXSC = shader->getShaderConstHandle("$scaleX");
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mScaleYSC = shader->getShaderConstHandle("$scaleY");
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mOffsetXSC = shader->getShaderConstHandle("$offsetX");
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mOffsetYSC = shader->getShaderConstHandle("$offsetY");
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mFarPlaneScalePSSM = shader->getShaderConstHandle("$farPlaneScalePSSM");
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mOverDarkFactorPSSM = shader->getShaderConstHandle("$overDarkPSSM");
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mTapRotationTexSC = shader->getShaderConstHandle( "$gTapRotationTex" );
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mDynamicWorldToLightProjSC = shader->getShaderConstHandle("$dynamicWorldToLightProj");
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mDynamicViewToLightProjSC = shader->getShaderConstHandle("$dynamicViewToLightProj");
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mDynamicScaleXSC = shader->getShaderConstHandle("$dynamicScaleX");
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mDynamicScaleYSC = shader->getShaderConstHandle("$dynamicScaleY");
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mDynamicOffsetXSC = shader->getShaderConstHandle("$dynamicOffsetX");
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mDynamicOffsetYSC = shader->getShaderConstHandle("$dynamicOffsetY");
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mDynamicFarPlaneScalePSSM = shader->getShaderConstHandle("$dynamicFarPlaneScalePSSM");
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mInit = true;
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}
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@ -558,7 +596,9 @@ LightInfoExType ShadowMapParams::Type( "" );
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ShadowMapParams::ShadowMapParams( LightInfo *light )
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: mLight( light ),
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mShadowMap( NULL )
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mShadowMap( NULL ),
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mDynamicShadowMap ( NULL ),
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isDynamic ( true )
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{
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attenuationRatio.set( 0.0f, 1.0f, 1.0f );
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shadowType = ShadowType_Spot;
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@ -576,6 +616,7 @@ ShadowMapParams::ShadowMapParams( LightInfo *light )
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ShadowMapParams::~ShadowMapParams()
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{
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SAFE_DELETE( mShadowMap );
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SAFE_DELETE( mDynamicShadowMap );
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}
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void ShadowMapParams::_validate()
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@ -632,39 +673,55 @@ void ShadowMapParams::_validate()
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texSize = mClamp( texSize, 32, maxTexSize );
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}
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LightShadowMap* ShadowMapParams::getOrCreateShadowMap()
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LightShadowMap* ShadowMapParams::getOrCreateShadowMap(bool _isDynamic)
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{
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if ( mShadowMap )
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if (_isDynamic && mDynamicShadowMap)
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return mDynamicShadowMap;
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if (!_isDynamic && mShadowMap)
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return mShadowMap;
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if ( !mLight->getCastShadows() )
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return NULL;
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LightShadowMap* newShadowMap = NULL;
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switch ( mLight->getType() )
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{
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case LightInfo::Spot:
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mShadowMap = new SingleLightShadowMap( mLight );
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newShadowMap = new SingleLightShadowMap( mLight );
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break;
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case LightInfo::Vector:
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mShadowMap = new PSSMLightShadowMap( mLight );
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newShadowMap = new PSSMLightShadowMap( mLight );
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break;
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case LightInfo::Point:
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if ( shadowType == ShadowType_CubeMap )
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mShadowMap = new CubeLightShadowMap( mLight );
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newShadowMap = new CubeLightShadowMap( mLight );
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else if ( shadowType == ShadowType_Paraboloid )
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mShadowMap = new ParaboloidLightShadowMap( mLight );
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newShadowMap = new ParaboloidLightShadowMap( mLight );
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else
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mShadowMap = new DualParaboloidLightShadowMap( mLight );
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newShadowMap = new DualParaboloidLightShadowMap( mLight );
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break;
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default:
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break;
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}
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return mShadowMap;
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if ( _isDynamic )
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{
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newShadowMap->setDynamic( true );
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mDynamicShadowMap = newShadowMap;
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return mDynamicShadowMap;
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}
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else
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{
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newShadowMap->setDynamic(false);
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mShadowMap = newShadowMap;
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return mShadowMap;
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}
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}
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GFXTextureObject* ShadowMapParams::getCookieTex()
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@ -739,6 +796,7 @@ void ShadowMapParams::unpackUpdate( BitStream *stream )
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// map so it can be reallocated on the next render.
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shadowType = newType;
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SAFE_DELETE( mShadowMap );
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SAFE_DELETE( mDynamicShadowMap );
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}
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mathRead( *stream, &attenuationRatio );
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