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Engine directory for ticket #1
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Engine/source/lighting/shadowMap/shadowMapPass.h
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Engine/source/lighting/shadowMap/shadowMapPass.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 _SHADOWMAPPASS_H_
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#define _SHADOWMAPPASS_H_
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#ifndef _RENDERPASSMANAGER_H_
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#include "renderInstance/renderPassManager.h"
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#endif
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#ifndef _RENDERMESHMGR_H_
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#include "renderInstance/renderMeshMgr.h"
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#endif
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#ifndef _LIGHTINFO_H_
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#include "lighting/lightInfo.h"
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#endif
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#ifndef _SHADOW_COMMON_H_
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#include "lighting/shadowMap/shadowCommon.h"
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#endif
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class RenderMeshMgr;
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class LightShadowMap;
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class LightManager;
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class ShadowMapManager;
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class BaseMatInstance;
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class RenderObjectMgr;
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class RenderTerrainMgr;
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class PlatformTimer;
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class ShadowRenderPassManager;
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/// ShadowMapPass, this is plugged into the SceneManager to generate
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/// ShadowMaps for the scene.
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class ShadowMapPass
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{
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public:
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ShadowMapPass() {} // Only called by ConsoleSystem
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ShadowMapPass(LightManager* LightManager, ShadowMapManager* ShadowManager);
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virtual ~ShadowMapPass();
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//
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// SceneRenderPass interface
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//
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/// Called to render a scene.
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void render( SceneManager *sceneGraph,
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const SceneRenderState *diffuseState,
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U32 objectMask );
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/// Return the type of pass this is
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virtual const String& getPassType() const { return PassTypeName; };
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/// Return our sort value. (Go first in order to have shadow maps available for RIT_Objects)
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virtual F32 getSortValue() const { return 0.0f; }
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virtual bool geometryOnly() const { return true; }
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static const String PassTypeName;
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/// Used to for debugging performance by disabling
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/// shadow updates and rendering.
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static bool smDisableShadows;
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static bool smDisableShadowsEditor;
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static bool smDisableShadowsPref;
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private:
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static U32 smActiveShadowMaps;
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static U32 smUpdatedShadowMaps;
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static U32 smNearShadowMaps;
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static U32 smShadowMapsDrawCalls;
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static U32 smShadowMapPolyCount;
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static U32 smRenderTargetChanges;
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static U32 smShadowPoolTexturesCount;
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static F32 smShadowPoolMemory;
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/// The milliseconds alotted for shadow map updates
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/// on a per frame basis.
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static U32 smRenderBudgetMs;
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PlatformTimer *mTimer;
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LightInfoList mLights;
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U32 mActiveLights;
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SimObjectPtr<ShadowRenderPassManager> mShadowRPM;
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LightManager* mLightManager;
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ShadowMapManager* mShadowManager;
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};
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class ShadowRenderPassManager : public RenderPassManager
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{
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typedef RenderPassManager Parent;
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public:
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ShadowRenderPassManager() : Parent() {}
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/// Add a RenderInstance to the list
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virtual void addInst( RenderInst *inst );
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};
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#endif // _SHADOWMAPPASS_H_
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