Torque3D/Engine/source/lighting/shadowMap/shadowMapPass.h
Areloch 66cc6fb9d1 Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00

129 lines
4 KiB
C++

//-----------------------------------------------------------------------------
// 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 _SHADOWMAPPASS_H_
#define _SHADOWMAPPASS_H_
#ifndef _RENDERPASSMANAGER_H_
#include "renderInstance/renderPassManager.h"
#endif
#ifndef _RENDERMESHMGR_H_
#include "renderInstance/renderMeshMgr.h"
#endif
#ifndef _LIGHTINFO_H_
#include "lighting/lightInfo.h"
#endif
#ifndef _SHADOW_COMMON_H_
#include "lighting/shadowMap/shadowCommon.h"
#endif
class RenderMeshMgr;
class LightShadowMap;
class LightManager;
class ShadowMapManager;
class BaseMatInstance;
class RenderObjectMgr;
class RenderTerrainMgr;
class PlatformTimer;
class ShadowRenderPassManager;
/// ShadowMapPass, this is plugged into the SceneManager to generate
/// ShadowMaps for the scene.
class ShadowMapPass
{
public:
ShadowMapPass() {} // Only called by ConsoleSystem
ShadowMapPass(LightManager* LightManager, ShadowMapManager* ShadowManager);
virtual ~ShadowMapPass();
//
// SceneRenderPass interface
//
/// Called to render a scene.
void render( SceneManager *sceneGraph,
const SceneRenderState *diffuseState,
U32 objectMask );
/// Return the type of pass this is
virtual const String& getPassType() const { return PassTypeName; };
/// Return our sort value. (Go first in order to have shadow maps available for RIT_Objects)
virtual F32 getSortValue() const { return 0.0f; }
virtual bool geometryOnly() const { return true; }
static const String PassTypeName;
/// Used to for debugging performance by disabling
/// shadow updates and rendering.
static bool smDisableShadows;
static bool smDisableShadowsEditor;
static bool smDisableShadowsPref;
/// distance moved per frame before forcing a shadow update
static F32 smShadowsTeleportDist;
/// angle turned per frame before forcing a shadow update
static F32 smShadowsTurnRate;
private:
static U32 smActiveShadowMaps;
static U32 smUpdatedShadowMaps;
static U32 smNearShadowMaps;
static U32 smShadowMapsDrawCalls;
static U32 smShadowMapPolyCount;
static U32 smRenderTargetChanges;
static U32 smShadowPoolTexturesCount;
static F32 smShadowPoolMemory;
/// The milliseconds alotted for shadow map updates
/// on a per frame basis.
static U32 smRenderBudgetMs;
PlatformTimer *mTimer;
LightInfoList mLights;
U32 mActiveLights;
SimObjectPtr<ShadowRenderPassManager> mShadowRPM;
LightManager* mLightManager;
ShadowMapManager* mShadowManager;
Point3F mPrevCamPos;
Point3F mPrevCamRot;
F32 mPrevCamFov;
};
class ShadowRenderPassManager : public RenderPassManager
{
typedef RenderPassManager Parent;
public:
ShadowRenderPassManager() : Parent() {}
/// Add a RenderInstance to the list
virtual void addInst( RenderInst *inst );
};
#endif // _SHADOWMAPPASS_H_