Torque3D/Engine/source/lighting/common/projectedShadow.h

127 lines
3.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PROJECTEDSHADOW_H_
#define _PROJECTEDSHADOW_H_
#ifndef _DEPTHSORTLIST_H_
#include "collision/depthSortList.h"
#endif
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#ifndef _LIGHTINGSYSTEM_SHADOWBASE_H_
#include "lighting/common/shadowBase.h"
#endif
class ShapeBase;
class LightInfo;
class DecalData;
class DecalInstance;
class RenderPassManager;
class PostEffect;
class RenderMeshMgr;
class CustomMaterial;
class BaseMatInstance;
class MaterialParameterHandle;
GFX_DeclareTextureProfile( BLProjectedShadowProfile );
GFX_DeclareTextureProfile( BLProjectedShadowZProfile );
class ProjectedShadow : public ShadowBase
{
protected:
/// This parameter is used to
/// adjust the far plane out for our
/// orthographic render in order to
/// force our object towards one end of the
/// the eye space depth range.
static F32 smDepthAdjust;
F32 mRadius;
MatrixF mWorldToLight;
U32 mLastRenderTime;
F32 mShadowLength;
F32 mScore;
bool mUpdateTexture;
Point3F mLastObjectScale;
Point3F mLastObjectPosition;
VectorF mLastLightDir;
DecalData *mDecalData;
DecalInstance *mDecalInstance;
SceneObject *mParentObject;
ShapeBase *mShapeBase;
MaterialParameterHandle *mCasterPositionSC;
MaterialParameterHandle *mShadowLengthSC;
static SimObjectPtr<RenderPassManager> smRenderPass;
static SimObjectPtr<PostEffect> smShadowFilter;
static RenderPassManager* _getRenderPass();
GFXTexHandle mShadowTexture;
GFXTextureTargetRef mRenderTarget;
GFXTextureObject* _getDepthTarget( U32 width, U32 height );
void _renderToTexture( F32 camDist, const TSRenderState &rdata );
bool _updateDecal( const SceneRenderState *sceneState );
void _calcScore( const SceneRenderState *state );
/// Returns a spotlight shadow material for use when
/// rendering meshes into the projected shadow.
static BaseMatInstance* _getShadowMaterial( BaseMatInstance *inMat );
public:
/// @see DecalData
static F32 smFadeStartPixelSize;
static F32 smFadeEndPixelSize;
ProjectedShadow( SceneObject *object );
virtual ~ProjectedShadow();
bool shouldRender( const SceneRenderState *state );
void update( const SceneRenderState *state );
void render( F32 camDist, const TSRenderState &rdata );
U32 getLastRenderTime() const { return mLastRenderTime; }
const F32 getScore() const { return mScore; }
};
#endif // _PROJECTEDSHADOW_H_