mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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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.
138 lines
4.2 KiB
C++
138 lines
4.2 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 _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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class DynamicShadowRenderPassManager;
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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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/// milliseconds before static redraw
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static S32 smStaticShadowUpdateFreq;
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/// milliseconds before dynamic redraw
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static S32 smDynamicShadowUpdateFreq;
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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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SimObjectPtr<DynamicShadowRenderPassManager> mDynamicShadowRPM;
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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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class DynamicShadowRenderPassManager : public RenderPassManager
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{
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typedef RenderPassManager Parent;
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public:
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DynamicShadowRenderPassManager() : 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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