pssmLightShadowMap.h
Engine/source/lighting/shadowMap/pssmLightShadowMap.h
Classes:
class
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#ifndef _PSSMLIGHTSHADOWMAP_H_ 24#define _PSSMLIGHTSHADOWMAP_H_ 25 26#ifndef _LIGHTSHADOWMAP_H_ 27#include "lighting/shadowMap/lightShadowMap.h" 28#endif 29#ifndef _MATHUTIL_FRUSTUM_H_ 30#include "math/util/frustum.h" 31#endif 32 33 34class PSSMLightShadowMap : public LightShadowMap 35{ 36 typedef LightShadowMap Parent; 37public: 38 PSSMLightShadowMap( LightInfo *light ); 39 40 // LightShadowMap 41 virtual ShadowType getShadowType() const { return ShadowType_PSSM; } 42 virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ); 43 virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc); 44 45 /// Used to scale TSShapeInstance::smDetailAdjust to have 46 /// objects lod quicker when in the PSSM shadow. 47 /// @see TSShapeInstance::smDetailAdjust 48 static F32 smDetailAdjustScale; 49 50 /// Like TSShapeInstance::smSmallestVisiblePixelSize this is used 51 /// to define the smallest LOD to render. 52 /// @see TSShapeInstance::smSmallestVisiblePixelSize 53 static F32 smSmallestVisiblePixelSize; 54 55protected: 56 57 void _setNumSplits( U32 numSplits, U32 texSize ); 58 void _calcSplitPos(const Frustum& currFrustum); 59 Box3F _calcClipSpaceAABB(const Frustum& f, const MatrixF& transform, F32 farDist); 60 void _calcPlanesCullForShadowCasters(Vector< Vector<PlaneF> > &out, const Frustum &viewFrustum, const Point3F &_ligthDir); 61 void _roundProjection(const MatrixF& lightMat, const MatrixF& cropMatrix, Point3F &offset, U32 splitNum); 62 63 static const S32 MAX_SPLITS = 4; 64 U32 mNumSplits; 65 F32 mSplitDist[MAX_SPLITS+1]; // +1 because we store a cap 66 RectI mViewports[MAX_SPLITS]; 67 Point3F mScaleProj[MAX_SPLITS]; 68 Point3F mOffsetProj[MAX_SPLITS]; 69 Point4F mFarPlaneScalePSSM; 70 F32 mLogWeight; 71}; 72 73#endif 74