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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
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parent
f007700646
commit
66cc6fb9d1
141 changed files with 67 additions and 19491 deletions
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@ -79,15 +79,6 @@ ShadowMapPass::ShadowMapPass(LightManager* lightManager, ShadowMapManager* shado
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mShadowRPM->addManager( new RenderTerrainMgr( 0.5f, 0.5f ) );
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mShadowRPM->addManager( new RenderImposterMgr( 0.6f, 0.6f ) );
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// Dynamic
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mDynamicShadowRPM = new DynamicShadowRenderPassManager();
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mDynamicShadowRPM->assignName( "DynamicShadowRenderPassManager" );
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mDynamicShadowRPM->registerObject();
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Sim::getRootGroup()->addObject( mDynamicShadowRPM );
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mDynamicShadowRPM->addManager( new RenderMeshMgr(RenderPassManager::RIT_Mesh, 0.3f, 0.3f) );
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mDynamicShadowRPM->addManager( new RenderTerrainMgr( 0.5f, 0.5f ) );
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mDynamicShadowRPM->addManager( new RenderImposterMgr( 0.6f, 0.6f ) );
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mActiveLights = 0;
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mPrevCamPos = Point3F::Zero;
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mPrevCamRot = Point3F::Zero;
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@ -132,9 +123,6 @@ ShadowMapPass::~ShadowMapPass()
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if ( mShadowRPM )
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mShadowRPM->deleteObject();
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if ( mDynamicShadowRPM )
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mDynamicShadowRPM->deleteObject();
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}
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void ShadowMapPass::render( SceneManager *sceneManager,
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@ -165,7 +153,7 @@ void ShadowMapPass::render( SceneManager *sceneManager,
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// First do a loop thru the lights setting up the shadow
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// info array for this pass.
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Vector<LightShadowMap*> shadowMaps;
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shadowMaps.reserve( mActiveLights * 2 );
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shadowMaps.reserve( mActiveLights );
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for ( U32 i = 0; i < mActiveLights; i++ )
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{
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ShadowMapParams *params = mLights[i]->getExtended<ShadowMapParams>();
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@ -176,7 +164,6 @@ void ShadowMapPass::render( SceneManager *sceneManager,
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// --- Static Shadow Map ---
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LightShadowMap *lsm = params->getOrCreateShadowMap();
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LightShadowMap *dlsm = params->getOrCreateShadowMap(true);
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// First check the visiblity query... if it wasn't
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// visible skip it.
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@ -191,17 +178,6 @@ void ShadowMapPass::render( SceneManager *sceneManager,
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lsm->updatePriority(diffuseState, currTime);
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shadowMaps.push_back(lsm);
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// --- Dynamic Shadow Map ---
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// Any shadow that is visible is counted as being
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// active regardless if we update it or not.
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++smActiveShadowMaps;
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// Do a priority update for this shadow.
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dlsm->updatePriority(diffuseState, currTime);
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shadowMaps.push_back( dlsm );
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}
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// Now sort the shadow info by priority.
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@ -238,32 +214,19 @@ void ShadowMapPass::render( SceneManager *sceneManager,
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mPrevCamFov = control->getCameraFov();
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// 2 Shadow Maps per Light. This may fail.
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for ( U32 i = 0; i < shadowMaps.size(); i += 2 )
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for ( U32 i = 0; i < shadowMaps.size(); i++ )
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{
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LightShadowMap *lsm = shadowMaps[i];
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LightShadowMap *dlsm = shadowMaps[i + 1];
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{
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GFXDEBUGEVENT_SCOPE( ShadowMapPass_Render_Shadow, ColorI::RED );
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mShadowManager->setLightShadowMap(lsm);
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mShadowManager->setLightDynamicShadowMap( dlsm );
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mShadowManager->setLightShadowMap(lsm);
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lsm->render(mShadowRPM, diffuseState, false, forceUpdate);
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dlsm->render(mDynamicShadowRPM, diffuseState, true, forceUpdate);
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lsm->render(mShadowRPM, diffuseState);
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++smUpdatedShadowMaps;
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}
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// View dependent shadows or ones that are covering the entire
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// screen are updated every frame no matter the time left in
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// our shadow rendering budget.
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if ( dlsm->isViewDependent() || dlsm->getLastScreenSize() >= 1.0f )
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{
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++smNearShadowMaps;
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continue;
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}
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// See if we're over our frame budget for shadow
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// updates... give up completely in that case.
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if ( mTimer->getElapsedMs() > smRenderBudgetMs )
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@ -284,7 +247,6 @@ void ShadowMapPass::render( SceneManager *sceneManager,
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// The NULL here is importaint as having it around
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// will cause extra work in AdvancedLightManager::setLightInfo().
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mShadowManager->setLightShadowMap( NULL );
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mShadowManager->setLightDynamicShadowMap( NULL );
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}
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void ShadowRenderPassManager::addInst( RenderInst *inst )
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@ -298,29 +260,7 @@ void ShadowRenderPassManager::addInst( RenderInst *inst )
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return;
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const BaseMaterialDefinition *mat = meshRI->matInst->getMaterial();
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if ( !mat->castsShadows() || mat->castsDynamicShadows() || mat->isTranslucent() )
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{
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// Do not add this instance, return here and avoid the default behavior
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// of calling up to Parent::addInst()
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return;
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}
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}
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Parent::addInst(inst);
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}
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void DynamicShadowRenderPassManager::addInst( RenderInst *inst )
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{
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PROFILE_SCOPE(DynamicShadowRenderPassManager_addInst);
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if ( inst->type == RIT_Mesh )
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{
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MeshRenderInst *meshRI = static_cast<MeshRenderInst*>( inst );
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if ( !meshRI->matInst )
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return;
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const BaseMaterialDefinition *mat = meshRI->matInst->getMaterial();
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if ( !mat->castsShadows() || !mat->castsDynamicShadows() || mat->isTranslucent() )
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if ( !mat->castsShadows() || mat->isTranslucent() )
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{
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// Do not add this instance, return here and avoid the default behavior
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// of calling up to Parent::addInst()
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