mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results. With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling) System operates as follows: 1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed) 2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed 3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp) 4) initial shadowmaps are generated for each light and 'list'. 5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed. Special notes: dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer. StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second) scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8 to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
111 lines
3.4 KiB
C++
111 lines
3.4 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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#ifndef _SHADOWMAPMANAGER_H_
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#define _SHADOWMAPMANAGER_H_
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#ifndef _TSINGLETON_H_
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#include "core/util/tSingleton.h"
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#endif
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#ifndef _SHADOWMANAGER_H_
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#include "lighting/shadowManager.h"
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#endif
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#ifndef _GFXENUMS_H_
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#include "gfx/gfxEnums.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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#ifndef _MPOINT4_H_
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#include "math/mPoint4.h"
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#endif
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class LightShadowMap;
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class ShadowMapPass;
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class LightInfo;
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class SceneManager;
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class SceneRenderState;
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class ShadowMapManager : public ShadowManager
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{
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typedef ShadowManager Parent;
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friend class ShadowMapPass;
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public:
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ShadowMapManager();
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virtual ~ShadowMapManager();
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/// Sets the current shadowmap (used in setLightInfo/setTextureStage calls)
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void setLightShadowMap( LightShadowMap *lm ) { mCurrentShadowMap = lm; }
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void setLightDynamicShadowMap( LightShadowMap *lm ) { mCurrentDynamicShadowMap = lm; }
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/// Looks up the shadow map for the light then sets it.
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void setLightShadowMapForLight( LightInfo *light );
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/// Return the current shadow map
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LightShadowMap* getCurrentShadowMap() const { return mCurrentShadowMap; }
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LightShadowMap* getCurrentDynamicShadowMap() const { return mCurrentDynamicShadowMap; }
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ShadowMapPass* getShadowMapPass() const { return mShadowMapPass; }
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// Shadow manager
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virtual void activate();
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virtual void deactivate();
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GFXTextureObject* getTapRotationTex();
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/// The shadow map deactivation signal.
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static Signal<void(void)> smShadowDeactivateSignal;
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static void updateShadowDisable();
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protected:
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void _onTextureEvent( GFXTexCallbackCode code );
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void _onPreRender( SceneManager *sg, const SceneRenderState* state );
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ShadowMapPass *mShadowMapPass;
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LightShadowMap *mCurrentShadowMap;
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LightShadowMap *mCurrentDynamicShadowMap;
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///
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GFXTexHandle mTapRotationTex;
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bool mIsActive;
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public:
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// For ManagedSingleton.
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static const char* getSingletonName() { return "ShadowMapManager"; }
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};
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/// Returns the ShadowMapManager singleton.
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#define SHADOWMGR ManagedSingleton<ShadowMapManager>::instance()
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GFX_DeclareTextureProfile( ShadowMapTexProfile );
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#endif // _SHADOWMAPMANAGER_H_
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