shadowMapPass.h
Engine/source/lighting/shadowMap/shadowMapPass.h
Classes:
class
ShadowMapPass, this is plugged into the SceneManager to generate ShadowMaps for the scene.
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _SHADOWMAPPASS_H_ 25#define _SHADOWMAPPASS_H_ 26 27#ifndef _RENDERPASSMANAGER_H_ 28#include "renderInstance/renderPassManager.h" 29#endif 30#ifndef _RENDERMESHMGR_H_ 31#include "renderInstance/renderMeshMgr.h" 32#endif 33#ifndef _LIGHTINFO_H_ 34#include "lighting/lightInfo.h" 35#endif 36#ifndef _SHADOW_COMMON_H_ 37#include "lighting/shadowMap/shadowCommon.h" 38#endif 39 40class RenderMeshMgr; 41class LightShadowMap; 42class LightManager; 43class ShadowMapManager; 44class BaseMatInstance; 45class RenderObjectMgr; 46class RenderTerrainMgr; 47class PlatformTimer; 48class ShadowRenderPassManager; 49class DynamicShadowRenderPassManager; 50 51/// ShadowMapPass, this is plugged into the SceneManager to generate 52/// ShadowMaps for the scene. 53class ShadowMapPass 54{ 55public: 56 57 ShadowMapPass() {} // Only called by ConsoleSystem 58 ShadowMapPass(LightManager* LightManager, ShadowMapManager* ShadowManager); 59 virtual ~ShadowMapPass(); 60 61 // 62 // SceneRenderPass interface 63 // 64 65 /// Called to render a scene. 66 void render( SceneManager *sceneGraph, 67 const SceneRenderState *diffuseState, 68 U32 objectMask ); 69 70 /// Return the type of pass this is 71 virtual const String& getPassType() const { return PassTypeName; }; 72 73 /// Return our sort value. (Go first in order to have shadow maps available for RIT_Objects) 74 virtual F32 getSortValue() const { return 0.0f; } 75 76 virtual bool geometryOnly() const { return true; } 77 78 static const String PassTypeName; 79 80 81 /// Used to for debugging performance by disabling 82 /// shadow updates and rendering. 83 static bool smDisableShadows; 84 85 static bool smDisableShadowsEditor; 86 static bool smDisableShadowsPref; 87 88 /// distance moved per frame before forcing a shadow update 89 static F32 smShadowsTeleportDist; 90 /// angle turned per frame before forcing a shadow update 91 static F32 smShadowsTurnRate; 92 93private: 94 95 static U32 smActiveShadowMaps; 96 static U32 smUpdatedShadowMaps; 97 static U32 smNearShadowMaps; 98 static U32 smShadowMapsDrawCalls; 99 static U32 smShadowMapPolyCount; 100 static U32 smRenderTargetChanges; 101 static U32 smShadowPoolTexturesCount; 102 static F32 smShadowPoolMemory; 103 104 /// The milliseconds alotted for shadow map updates 105 /// on a per frame basis. 106 static U32 smRenderBudgetMs; 107 108 PlatformTimer *mTimer; 109 110 LightInfoList mLights; 111 U32 mActiveLights; 112 SimObjectPtr<ShadowRenderPassManager> mShadowRPM; 113 SimObjectPtr<DynamicShadowRenderPassManager> mDynamicShadowRPM; 114 LightManager* mLightManager; 115 ShadowMapManager* mShadowManager; 116 Point3F mPrevCamPos; 117 Point3F mPrevCamRot; 118 F32 mPrevCamFov; 119}; 120 121class ShadowRenderPassManager : public RenderPassManager 122{ 123 typedef RenderPassManager Parent; 124public: 125 ShadowRenderPassManager() : Parent() {} 126 127 /// Add a RenderInstance to the list 128 virtual void addInst( RenderInst *inst ); 129}; 130 131class DynamicShadowRenderPassManager : public RenderPassManager 132{ 133 typedef RenderPassManager Parent; 134public: 135 DynamicShadowRenderPassManager() : Parent() {} 136 137 /// Add a RenderInstance to the list 138 virtual void addInst(RenderInst *inst); 139}; 140 141#endif // _SHADOWMAPPASS_H_ 142
