mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution. -Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms. -Corrects alignment of texture type details array.
203 lines
7.1 KiB
C++
203 lines
7.1 KiB
C++
//-----------------------------------------------------------------------------
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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/cubeLightShadowMap.h"
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#include "lighting/shadowMap/shadowMapManager.h"
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#include "lighting/common/lightMapParams.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDebugEvent.h"
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#include "renderInstance/renderPassManager.h"
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#include "materials/materialDefinition.h"
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#include "gfx/util/gfxFrustumSaver.h"
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#include "math/mathUtils.h"
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CubeLightShadowMap::CubeLightShadowMap( LightInfo *light )
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: Parent( light )
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{
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}
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bool CubeLightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc )
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{
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if ( currTexFlag == Material::DynamicLight )
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{
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S32 reg = lsc->mShadowMapSC->getSamplerRegister();
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if ( reg != -1 )
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GFX->setCubeTexture( reg, mCubemap );
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return true;
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}
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return false;
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}
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void CubeLightShadowMap::setShaderParameters( GFXShaderConstBuffer *params,
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LightingShaderConstants *lsc )
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{
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if ( lsc->mTapRotationTexSC->isValid() )
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GFX->setTexture( lsc->mTapRotationTexSC->getSamplerRegister(),
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SHADOWMGR->getTapRotationTex() );
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ShadowMapParams *p = mLight->getExtended<ShadowMapParams>();
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if ( lsc->mLightParamsSC->isValid() )
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{
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Point4F lightParams( mLight->getRange().x,
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p->overDarkFactor.x,
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0.0f,
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0.0f );
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params->set(lsc->mLightParamsSC, lightParams);
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}
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// The softness is a factor of the texel size.
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params->setSafe( lsc->mShadowSoftnessConst, p->shadowSoftness * ( 1.0f / mTexSize ) );
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}
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void CubeLightShadowMap::releaseTextures()
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{
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Parent::releaseTextures();
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mCubemap = NULL;
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}
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void CubeLightShadowMap::_render( RenderPassManager* renderPass,
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const SceneRenderState *diffuseState )
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{
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PROFILE_SCOPE( CubeLightShadowMap_Render );
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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();
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if ( mCubemap.isNull() ||
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mTexSize != texSize )
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{
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mTexSize = texSize;
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mCubemap = GFX->createCubemap();
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mCubemap->initDynamic( mTexSize, LightShadowMap::ShadowMapFormat );
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}
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// Setup the world to light projection which is used
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// in the shader to transform the light vector for the
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// shadow lookup.
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mWorldToLightProj = mLight->getTransform();
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mWorldToLightProj.inverse();
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// Set up frustum and visible distance
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GFXFrustumSaver fsaver;
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GFXTransformSaver saver;
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{
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F32 left, right, top, bottom;
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MathUtils::makeFrustum( &left, &right, &top, &bottom, M_HALFPI_F, 1.0f, 0.1f );
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GFX->setFrustum( left, right, bottom, top, 0.1f, mLight->getRange().x );
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}
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// Render the shadowmap!
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GFX->pushActiveRenderTarget();
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for( U32 i = 0; i < 6; i++ )
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{
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// Standard view that will be overridden below.
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VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
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switch( i )
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{
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case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
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vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
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vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
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vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f,-1.0f);
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break;
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case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
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vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, 1.0f);
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break;
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case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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}
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GFXDEBUGEVENT_START( CubeLightShadowMap_Render_Face, ColorI::RED );
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// create camera matrix
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VectorF cross = mCross(vUpVec, vLookatPt);
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cross.normalizeSafe();
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MatrixF lightMatrix(true);
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lightMatrix.setColumn(0, cross);
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lightMatrix.setColumn(1, vLookatPt);
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lightMatrix.setColumn(2, vUpVec);
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lightMatrix.setPosition( mLight->getPosition() );
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lightMatrix.inverse();
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GFX->setWorldMatrix( lightMatrix );
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mTarget->attachTexture(GFXTextureTarget::Color0, mCubemap, i);
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mTarget->attachTexture(GFXTextureTarget::DepthStencil, _getDepthTarget( mTexSize, mTexSize ));
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GFX->setActiveRenderTarget(mTarget);
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GFX->clear( GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI(255,255,255,255), 0.0f, 0 );
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// Create scene state, prep it
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SceneManager* sceneManager = diffuseState->getSceneManager();
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SceneRenderState shadowRenderState
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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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shadowRenderState.getMaterialDelegate().bind( this, &LightShadowMap::getShadowMaterial );
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shadowRenderState.renderNonLightmappedMeshes( true );
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shadowRenderState.renderLightmappedMeshes( bUseLightmappedGeometry );
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shadowRenderState.setDiffuseCameraTransform( diffuseState->getCameraTransform() );
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shadowRenderState.setWorldToScreenScale( diffuseState->getWorldToScreenScale() );
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sceneManager->renderSceneNoLights( &shadowRenderState, SHADOW_TYPEMASK );
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_debugRender( &shadowRenderState );
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// Resolve this face
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mTarget->resolve();
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GFXDEBUGEVENT_END();
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}
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GFX->popActiveRenderTarget();
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}
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