Torque3D/Engine/source/T3D/lightDescription.h
Azaezel 2753f562e8 shadow caching
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.
2015-10-13 18:12:19 -05:00

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//-----------------------------------------------------------------------------
// 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 _LIGHTDESCRIPTION_H_
#define _LIGHTDESCRIPTION_H_
#ifndef _SIMDATABLOCK_H_
#include "console/simDatablock.h"
#endif
#ifndef _CONSOLETYPES_H_
#include "console/consoleTypes.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
#ifndef _LIGHTANIMDATA_H_
#include "T3D/lightAnimData.h"
#endif
#ifndef _LIGHTFLAREDATA_H_
#include "T3D/lightFlareData.h"
#endif
struct LightState
{
LightInfo *lightInfo;
F32 fullBrightness;
LightAnimState animState;
LightFlareState flareState;
void clear()
{
lightInfo = NULL;
fullBrightness = 1.0f;
flareState.clear();
}
void setLightInfo( LightInfo *li )
{
flareState.lightInfo = lightInfo = li;
}
};
/// LightDescription is a helper datablock used by classes (such as shapebase)
/// that submit lights to the scene but do not use actual "LightBase" objects.
/// This datablock stores the properties of that light as fields that can be
/// initialized from script.
class LightAnimData;
class LightFlareData;
class LightManager;
class ISceneLight;
class LightDescription : public SimDataBlock
{
typedef SimDataBlock Parent;
public:
LightDescription();
virtual ~LightDescription();
DECLARE_CONOBJECT( LightDescription );
static void initPersistFields();
virtual void inspectPostApply();
bool onAdd();
// SimDataBlock
virtual bool preload( bool server, String &errorStr );
virtual void packData( BitStream *stream );
virtual void unpackData( BitStream *stream );
//void animateLight( LightState *state );
void submitLight( LightState *state, const MatrixF &xfm, LightManager *lm, SimObject *object );
void prepRender( SceneRenderState *sceneState, LightState *lightState, const MatrixF &xfm );
bool _preload( bool server, String &errorStr );
ColorF color;
F32 brightness;
F32 range;
bool castShadows;
S32 mStaticRefreshFreq;
S32 mDynamicRefreshFreq;
LightAnimData *animationData;
S32 animationDataId;
F32 animationPeriod;
F32 animationPhase;
LightFlareData *flareData;
S32 flareDataId;
F32 flareScale;
};
#endif // _LIGHTDESCRIPTION_H_