Removes current implement of shadow caching

Also removes EC stuff as it's not ready for prime-time yet
This commit is contained in:
Areloch 2019-12-13 01:14:03 -06:00
parent f007700646
commit 66cc6fb9d1
141 changed files with 67 additions and 19491 deletions

View file

@ -85,27 +85,21 @@ LightShadowMap::LightShadowMap( LightInfo *light )
: mWorldToLightProj( true ),
mTexSize( 0 ),
mLight( light ),
mLastUpdate( 0 ),
mLastShader( NULL ),
mIsViewDependent( false ),
mLastCull( 0 ),
mLastScreenSize( 0.0f ),
mLastPriority( 0.0f ),
mIsDynamic( false )
mLastPriority( 0.0f )
{
GFXTextureManager::addEventDelegate( this, &LightShadowMap::_onTextureEvent );
mTarget = GFX->allocRenderToTextureTarget();
smShadowMaps.push_back( this );
mStaticRefreshTimer = PlatformTimer::create();
mDynamicRefreshTimer = PlatformTimer::create();
}
LightShadowMap::~LightShadowMap()
{
mTarget = NULL;
SAFE_DELETE(mStaticRefreshTimer);
SAFE_DELETE(mDynamicRefreshTimer);
releaseTextures();
@ -246,7 +240,6 @@ void LightShadowMap::releaseTextures()
{
mShadowMapTex = NULL;
mDebugTarget.setTexture( NULL );
mLastUpdate = 0;
smUsedShadowMaps.remove( this );
}
@ -268,7 +261,7 @@ GFXTextureObject* LightShadowMap::_getDepthTarget( U32 width, U32 height )
bool LightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc )
{
if ( currTexFlag == Material::DynamicLight && !isDynamic() )
if ( currTexFlag == Material::DynamicLight )
{
S32 reg = lsc->mShadowMapSC->getSamplerRegister();
@ -276,16 +269,7 @@ bool LightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants*
GFX->setTexture( reg, mShadowMapTex);
return true;
} else if ( currTexFlag == Material::DynamicShadowMap && isDynamic() )
{
S32 reg = lsc->mDynamicShadowMapSC->getSamplerRegister();
if ( reg != -1 )
GFX->setTexture( reg, mShadowMapTex);
return true;
}
else if ( currTexFlag == Material::DynamicLightMask )
} else if ( currTexFlag == Material::DynamicLightMask )
{
S32 reg = lsc->mCookieMapSC->getSamplerRegister();
if ( reg != -1 )
@ -304,35 +288,16 @@ bool LightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants*
return false;
}
void LightShadowMap::render(RenderPassManager* renderPass,
const SceneRenderState *diffuseState,
bool _dynamic, bool _forceUpdate)
void LightShadowMap::render(RenderPassManager* renderPass, const SceneRenderState *diffuseState)
{
if (!_forceUpdate)
{
// control how often shadow maps are refreshed
if (!_dynamic && (mStaticRefreshTimer->getElapsedMs() < getLightInfo()->getStaticRefreshFreq()))
return;
}
mStaticRefreshTimer->reset();
if (_dynamic && (mDynamicRefreshTimer->getElapsedMs() < getLightInfo()->getDynamicRefreshFreq()))
return;
mDynamicRefreshTimer->reset();
mDebugTarget.setTexture( NULL );
_render( renderPass, diffuseState );
mDebugTarget.setTexture( mShadowMapTex );
// Add it to the used list unless we're been updated.
if ( !mLastUpdate )
{
AssertFatal( !smUsedShadowMaps.contains( this ), "LightShadowMap::render - Used shadow map inserted twice!" );
//AssertFatal( !smUsedShadowMaps.contains( this ), "LightShadowMap::render - Used shadow map inserted twice!" );
if(!smUsedShadowMaps.contains(this))
smUsedShadowMaps.push_back( this );
}
mLastUpdate = Sim::getCurrentTime();
}
BaseMatInstance* LightShadowMap::getShadowMaterial( BaseMatInstance *inMat ) const
@ -395,8 +360,6 @@ void LightShadowMap::updatePriority( const SceneRenderState *state, U32 currTime
return;
}
U32 timeSinceLastUpdate = currTimeMs - mLastUpdate;
const Point3F &camPt = state->getCameraPosition();
F32 range = mLight->getRange().x;
F32 dist;
@ -422,7 +385,6 @@ void LightShadowMap::updatePriority( const SceneRenderState *state, U32 currTime
// Update the priority.
mLastPriority = mPow( mLastScreenSize * 50.0f, 2.0f );
mLastPriority += timeSinceLastUpdate;
mLastPriority *= mLight->getPriority();
}
@ -466,7 +428,6 @@ LightingShaderConstants::LightingShaderConstants()
mVectorLightColorSC(NULL),
mVectorLightBrightnessSC(NULL),
mShadowMapSC(NULL),
mDynamicShadowMapSC(NULL),
mShadowMapSizeSC(NULL),
mCookieMapSC(NULL),
mRandomDirsConst(NULL),
@ -484,15 +445,7 @@ LightingShaderConstants::LightingShaderConstants()
mScaleYSC(NULL),
mOffsetXSC(NULL),
mOffsetYSC(NULL),
mFarPlaneScalePSSM(NULL),
mDynamicWorldToLightProjSC(NULL),
mDynamicViewToLightProjSC(NULL),
mDynamicScaleXSC(NULL),
mDynamicScaleYSC(NULL),
mDynamicOffsetXSC(NULL),
mDynamicOffsetYSC(NULL),
mDynamicFarPlaneScalePSSM(NULL)
mFarPlaneScalePSSM(NULL)
{
}
@ -534,7 +487,6 @@ void LightingShaderConstants::init(GFXShader* shader)
mVectorLightBrightnessSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightBrightness);
mShadowMapSC = shader->getShaderConstHandle("$shadowMap");
mDynamicShadowMapSC = shader->getShaderConstHandle("$dynamicShadowMap");
mShadowMapSizeSC = shader->getShaderConstHandle("$shadowMapSize");
mCookieMapSC = shader->getShaderConstHandle("$cookieMap");
@ -556,14 +508,6 @@ void LightingShaderConstants::init(GFXShader* shader)
mOffsetYSC = shader->getShaderConstHandle("$offsetY");
mFarPlaneScalePSSM = shader->getShaderConstHandle("$farPlaneScalePSSM");
mDynamicWorldToLightProjSC = shader->getShaderConstHandle("$dynamicWorldToLightProj");
mDynamicViewToLightProjSC = shader->getShaderConstHandle("$dynamicViewToLightProj");
mDynamicScaleXSC = shader->getShaderConstHandle("$dynamicScaleX");
mDynamicScaleYSC = shader->getShaderConstHandle("$dynamicScaleY");
mDynamicOffsetXSC = shader->getShaderConstHandle("$dynamicOffsetX");
mDynamicOffsetYSC = shader->getShaderConstHandle("$dynamicOffsetY");
mDynamicFarPlaneScalePSSM = shader->getShaderConstHandle("$dynamicFarPlaneScalePSSM");
mInit = true;
}
@ -585,9 +529,7 @@ LightInfoExType ShadowMapParams::Type( "" );
ShadowMapParams::ShadowMapParams( LightInfo *light )
: mShadowMap( NULL ),
mLight( light ),
mDynamicShadowMap ( NULL ),
isDynamic ( true )
mLight( light )
{
attenuationRatio.set( 0.0f, 1.0f, 1.0f );
shadowType = ShadowType_Spot;
@ -608,7 +550,6 @@ ShadowMapParams::~ShadowMapParams()
{
SAFE_DELETE( mQuery );
SAFE_DELETE( mShadowMap );
SAFE_DELETE( mDynamicShadowMap );
}
void ShadowMapParams::_validate()
@ -665,12 +606,9 @@ void ShadowMapParams::_validate()
texSize = mClamp( texSize, 32, maxTexSize );
}
LightShadowMap* ShadowMapParams::getOrCreateShadowMap(bool _isDynamic)
LightShadowMap* ShadowMapParams::getOrCreateShadowMap()
{
if (_isDynamic && mDynamicShadowMap)
return mDynamicShadowMap;
if (!_isDynamic && mShadowMap)
if (mShadowMap)
return mShadowMap;
if ( !mLight->getCastShadows() )
@ -702,18 +640,8 @@ LightShadowMap* ShadowMapParams::getOrCreateShadowMap(bool _isDynamic)
break;
}
if ( _isDynamic )
{
newShadowMap->setDynamic( true );
mDynamicShadowMap = newShadowMap;
return mDynamicShadowMap;
}
else
{
newShadowMap->setDynamic(false);
mShadowMap = newShadowMap;
return mShadowMap;
}
mShadowMap = newShadowMap;
return mShadowMap;
}
GFXTextureObject* ShadowMapParams::getCookieTex()
@ -788,7 +716,6 @@ void ShadowMapParams::unpackUpdate( BitStream *stream )
// map so it can be reallocated on the next render.
shadowType = newType;
SAFE_DELETE( mShadowMap );
SAFE_DELETE( mDynamicShadowMap );
}
mathRead( *stream, &attenuationRatio );