Torque3D/Engine/source/lighting/shadowMap/pssmLightShadowMap.h
marauder2k7 80bd8f8117 some enchancements for shadowmapping
new /= operator in point4f
_calcClipSpaceAABB in pssm no longer uses radius just transform points into light space and do min max
_roundProjection matrix also optimized.
2024-12-09 17:54:48 +00:00

73 lines
3 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
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PSSMLIGHTSHADOWMAP_H_
#define _PSSMLIGHTSHADOWMAP_H_
#ifndef _LIGHTSHADOWMAP_H_
#include "lighting/shadowMap/lightShadowMap.h"
#endif
#ifndef _MATHUTIL_FRUSTUM_H_
#include "math/util/frustum.h"
#endif
class PSSMLightShadowMap : public LightShadowMap
{
typedef LightShadowMap Parent;
public:
PSSMLightShadowMap( LightInfo *light );
// LightShadowMap
ShadowType getShadowType() const override { return ShadowType_PSSM; }
void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc) override;
/// Used to scale TSShapeInstance::smDetailAdjust to have
/// objects lod quicker when in the PSSM shadow.
/// @see TSShapeInstance::smDetailAdjust
static F32 smDetailAdjustScale;
/// Like TSShapeInstance::smSmallestVisiblePixelSize this is used
/// to define the smallest LOD to render.
/// @see TSShapeInstance::smSmallestVisiblePixelSize
static F32 smSmallestVisiblePixelSize;
protected:
void _setNumSplits( U32 numSplits, U32 texSize );
void _calcSplitPos(const Frustum& currFrustum);
Box3F _calcClipSpaceAABB(const Frustum& f, const MatrixF& transform, F32 farDist);
void _calcPlanesCullForShadowCasters(Vector< Vector<PlaneF> > &out, const Frustum &viewFrustum, const Point3F &_ligthDir);
void _roundProjection(const MatrixF& lightMat, const MatrixF& cropMatrix, Point3F &offset, U32 splitNum);
void _adjustScaleAndOffset(Box3F& clipAABB, Point3F& scale, Point3F& offset);
static const S32 MAX_SPLITS = 4;
U32 mNumSplits;
F32 mSplitDist[MAX_SPLITS+1]; // +1 because we store a cap
RectI mViewports[MAX_SPLITS];
Point3F mScaleProj[MAX_SPLITS];
Point3F mOffsetProj[MAX_SPLITS];
Point4F mFarPlaneScalePSSM;
F32 mLogWeight;
};
#endif