Torque3D Documentation / _generateds / pssmLightShadowMap.h

pssmLightShadowMap.h

Engine/source/lighting/shadowMap/pssmLightShadowMap.h

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 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