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Engine directory for ticket #1
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Engine/source/lighting/shadowMap/pssmLightShadowMap.h
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71
Engine/source/lighting/shadowMap/pssmLightShadowMap.h
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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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#ifndef _PSSMLIGHTSHADOWMAP_H_
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#define _PSSMLIGHTSHADOWMAP_H_
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#ifndef _LIGHTSHADOWMAP_H_
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#include "lighting/shadowMap/lightShadowMap.h"
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#endif
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#ifndef _MATHUTIL_FRUSTUM_H_
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#include "math/util/frustum.h"
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#endif
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class PSSMLightShadowMap : public LightShadowMap
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{
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typedef LightShadowMap Parent;
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public:
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PSSMLightShadowMap( LightInfo *light );
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// LightShadowMap
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virtual ShadowType getShadowType() const { return ShadowType_PSSM; }
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virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
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virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
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/// Used to scale TSShapeInstance::smDetailAdjust to have
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/// objects lod quicker when in the PSSM shadow.
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/// @see TSShapeInstance::smDetailAdjust
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static F32 smDetailAdjustScale;
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/// Like TSShapeInstance::smSmallestVisiblePixelSize this is used
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/// to define the smallest LOD to render.
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/// @see TSShapeInstance::smSmallestVisiblePixelSize
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static F32 smSmallestVisiblePixelSize;
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protected:
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void _setNumSplits( U32 numSplits, U32 texSize );
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void _calcSplitPos(const Frustum& currFrustum);
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Box3F _calcClipSpaceAABB(const Frustum& f, const MatrixF& transform, F32 farDist);
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void _roundProjection(const MatrixF& lightMat, const MatrixF& cropMatrix, Point3F &offset, U32 splitNum);
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static const int MAX_SPLITS = 4;
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U32 mNumSplits;
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F32 mSplitDist[MAX_SPLITS+1]; // +1 because we store a cap
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RectI mViewports[MAX_SPLITS];
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Point3F mScaleProj[MAX_SPLITS];
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Point3F mOffsetProj[MAX_SPLITS];
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Point4F mFarPlaneScalePSSM;
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F32 mLogWeight;
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};
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#endif
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