mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +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.
141 lines
5.4 KiB
C++
141 lines
5.4 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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#include "platform/platform.h"
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#include "lighting/shadowMap/paraboloidLightShadowMap.h"
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#include "lighting/common/lightMapParams.h"
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#include "lighting/shadowMap/shadowMapManager.h"
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#include "math/mathUtils.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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//#include "scene/sceneReflectPass.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/util/gfxFrustumSaver.h"
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#include "renderInstance/renderPassManager.h"
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#include "materials/materialDefinition.h"
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#include "gui/controls/guiBitmapCtrl.h"
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ParaboloidLightShadowMap::ParaboloidLightShadowMap( LightInfo *light )
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: Parent( light ),
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mShadowMapScale( 1, 1 ),
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mShadowMapOffset( 0, 0 )
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{
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}
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ParaboloidLightShadowMap::~ParaboloidLightShadowMap()
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{
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releaseTextures();
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}
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ShadowType ParaboloidLightShadowMap::getShadowType() const
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{
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const ShadowMapParams *params = mLight->getExtended<ShadowMapParams>();
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return params->shadowType;
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}
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void ParaboloidLightShadowMap::setShaderParameters(GFXShaderConstBuffer* params, 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, p->overDarkFactor.x, 0.0f, 0.0f);
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params->set( lsc->mLightParamsSC, lightParams );
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}
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// Atlasing parameters (only used in the dual case, set here to use same shaders)
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params->setSafe( lsc->mAtlasScaleSC, mShadowMapScale );
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params->setSafe( lsc->mAtlasXOffsetSC, mShadowMapOffset );
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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 ParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
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const SceneRenderState *diffuseState )
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{
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PROFILE_SCOPE(ParaboloidLightShadowMap_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 ( mShadowMapTex.isNull() ||
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mTexSize != texSize )
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{
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mTexSize = texSize;
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mShadowMapTex.set( mTexSize, mTexSize,
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ShadowMapFormat, &ShadowMapProfile,
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"ParaboloidLightShadowMap" );
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}
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GFXFrustumSaver frustSaver;
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GFXTransformSaver saver;
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// Render the shadowmap!
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GFX->pushActiveRenderTarget();
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// Calc matrix and set up visible distance
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mWorldToLightProj = mLight->getTransform();
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mWorldToLightProj.inverse();
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GFX->setWorldMatrix(mWorldToLightProj);
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const F32 &lightRadius = mLight->getRange().x;
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GFX->setOrtho(-lightRadius, lightRadius, -lightRadius, lightRadius, 1.0f, lightRadius, true);
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// Set up target
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mTarget->attachTexture( GFXTextureTarget::Color0, mShadowMapTex );
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mTarget->attachTexture( GFXTextureTarget::DepthStencil,
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_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
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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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mTarget->resolve();
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GFX->popActiveRenderTarget();
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} |