Torque3D/Engine/source/environment/sun.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 _SUN_H_
#define _SUN_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
#ifndef _LIGHTINFO_H_
#include "lighting/lightInfo.h"
#endif
#ifndef _LIGHTFLAREDATA_H_
#include "T3D/lightFlareData.h"
#endif
class TimeOfDay;
class MatrixSet;
///
class Sun : public SceneObject, public ISceneLight
{
typedef SceneObject Parent;
protected:
F32 mSunAzimuth;
F32 mSunElevation;
ColorF mLightColor;
ColorF mLightAmbient;
F32 mBrightness;
bool mAnimateSun;
F32 mTotalTime;
F32 mCurrTime;
F32 mStartAzimuth;
F32 mEndAzimuth;
F32 mStartElevation;
F32 mEndElevation;
bool mCastShadows;
S32 mStaticRefreshFreq;
S32 mDynamicRefreshFreq;
LightInfo *mLight;
LightFlareData *mFlareData;
LightFlareState mFlareState;
F32 mFlareScale;
bool mCoronaEnabled;
String mCoronaMatName;
BaseMatInstance *mCoronaMatInst;
MatrixSet *mMatrixSet;
F32 mCoronaScale;
ColorF mCoronaTint;
bool mCoronaUseLightColor;
// These are not user specified.
// These hold data calculated once used across several methods.
F32 mCoronaWorldRadius;
Point3F mLightWorldPos;
void _conformLights();
void _initCorona();
void _renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
void _updateTimeOfDay( TimeOfDay *timeOfDay, F32 time );
// SimObject.
virtual void _onSelected();
virtual void _onUnselected();
enum NetMaskBits
{
UpdateMask = BIT(0)
};
public:
Sun();
virtual ~Sun();
// SimObject
virtual bool onAdd();
virtual void onRemove();
// ConsoleObject
DECLARE_CONOBJECT(Sun);
static void initPersistFields();
void inspectPostApply();
// NetObject
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *conn, BitStream *stream );
// ISceneLight
virtual void submitLights( LightManager *lm, bool staticLighting );
virtual LightInfo* getLight() { return mLight; }
// SceneObject
virtual void prepRenderImage( SceneRenderState* state );
// ProcessObject
virtual void advanceTime( F32 dt );
///
void setAzimuth( F32 azimuth );
///
void setElevation( F32 elevation );
///
void setColor( const ColorF &color );
///
void animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation );
};
#endif // _SUN_H_