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Engine directory for ticket #1
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "lighting/shadowMap/dualParaboloidLightShadowMap.h"
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#include "lighting/common/lightMapParams.h"
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#include "lighting/shadowMap/shadowMapManager.h"
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#include "math/mathUtils.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/util/gfxFrustumSaver.h"
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#include "renderInstance/renderPassManager.h"
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#include "materials/materialDefinition.h"
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#include "math/util/matrixSet.h"
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DualParaboloidLightShadowMap::DualParaboloidLightShadowMap( LightInfo *light )
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: Parent( light )
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{
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}
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void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
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const SceneRenderState *diffuseState )
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{
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PROFILE_SCOPE(DualParaboloidLightShadowMap_render);
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const ShadowMapParams *p = mLight->getExtended<ShadowMapParams>();
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const LightMapParams *lmParams = mLight->getExtended<LightMapParams>();
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const bool bUseLightmappedGeometry = lmParams ? !lmParams->representedInLightmap || lmParams->includeLightmappedGeometryInShadow : true;
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const U32 texSize = getBestTexSize( 2 );
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if ( mShadowMapTex.isNull() ||
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mTexSize != texSize )
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{
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mTexSize = texSize;
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mShadowMapTex.set( mTexSize * 2, mTexSize,
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ShadowMapFormat, &ShadowMapProfile,
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"DualParaboloidLightShadowMap" );
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}
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GFXFrustumSaver frustSaver;
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GFXTransformSaver saver;
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// Set and Clear target
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GFX->pushActiveRenderTarget();
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mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex);
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mTarget->attachTexture( GFXTextureTarget::DepthStencil,
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_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
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GFX->setActiveRenderTarget(mTarget);
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GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 1.0f, 0);
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const bool bUseSinglePassDPM = (p->shadowType == ShadowType_DualParaboloidSinglePass);
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// Set up matrix and visible distance
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mWorldToLightProj = mLight->getTransform();
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mWorldToLightProj.inverse();
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const F32 &lightRadius = mLight->getRange().x;
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const F32 paraboloidNearPlane = 0.01f;
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const F32 renderPosOffset = 0.01f;
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// Alter for creation of scene state if this is a single pass map
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if(bUseSinglePassDPM)
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{
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VectorF camDir;
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MatrixF temp = mLight->getTransform();
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temp.getColumn(1, &camDir);
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temp.setPosition(mLight->getPosition() - camDir * (lightRadius + renderPosOffset));
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temp.inverse();
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GFX->setWorldMatrix(temp);
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GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, 2.0f * lightRadius, true);
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}
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else
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{
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VectorF camDir;
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MatrixF temp = mLight->getTransform();
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temp.getColumn(1, &camDir);
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temp.setPosition(mLight->getPosition() - camDir * renderPosOffset);
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temp.inverse();
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GFX->setWorldMatrix(temp);
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GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, lightRadius, true);
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}
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SceneManager* sceneManager = diffuseState->getSceneManager();
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// Front map render
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{
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SceneRenderState frontMapRenderState
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(
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sceneManager,
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SPT_Shadow,
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SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
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renderPass
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);
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frontMapRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
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frontMapRenderState.renderNonLightmappedMeshes( true );
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frontMapRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
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frontMapRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
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frontMapRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
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if(bUseSinglePassDPM)
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{
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GFX->setWorldMatrix(mWorldToLightProj);
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frontMapRenderState.getRenderPass()->getMatrixSet().setSceneView(mWorldToLightProj);
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GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, paraboloidNearPlane, lightRadius, true);
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}
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GFXDEBUGEVENT_SCOPE( DualParaboloidLightShadowMap_Render_FrontFacingParaboloid, ColorI::RED );
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mShadowMapScale.set(0.5f, 1.0f);
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mShadowMapOffset.set(-0.5f, 0.0f);
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sceneManager->renderSceneNoLights( &frontMapRenderState, SHADOW_TYPEMASK );
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_debugRender( &frontMapRenderState );
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}
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// Back map render
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if(!bUseSinglePassDPM)
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{
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GFXDEBUGEVENT_SCOPE( DualParaboloidLightShadowMap_Render_BackFacingParaboloid, ColorI::RED );
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mShadowMapScale.set(0.5f, 1.0f);
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mShadowMapOffset.set(0.5f, 0.0f);
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// Invert direction on camera matrix
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VectorF right, forward;
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MatrixF temp = mLight->getTransform();
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temp.getColumn( 1, &forward );
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temp.getColumn( 0, &right );
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forward *= -1.0f;
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right *= -1.0f;
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temp.setColumn( 1, forward );
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temp.setColumn( 0, right );
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temp.setPosition(mLight->getPosition() - forward * -renderPosOffset);
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temp.inverse();
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GFX->setWorldMatrix(temp);
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// Create an inverted scene state for the back-map
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SceneRenderState backMapRenderState
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(
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sceneManager,
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SPT_Shadow,
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SceneCameraState::fromGFXWithViewport( diffuseState->getViewport() ),
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renderPass
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);
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backMapRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
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backMapRenderState.renderNonLightmappedMeshes( true );
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backMapRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
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backMapRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
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backMapRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
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backMapRenderState.getRenderPass()->getMatrixSet().setSceneView(temp);
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// Draw scene
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sceneManager->renderSceneNoLights( &backMapRenderState );
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_debugRender( &backMapRenderState );
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}
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mTarget->resolve();
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GFX->popActiveRenderTarget();
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}
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