// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
#include "RenderList.h"
#include "RendererPass.h"
#include "Engine/Content/Assets/Shader.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Graphics/RenderTask.h"
///
/// Pixel format for fullscreen render target used for shadows calculations
///
#define SHADOWS_PASS_SS_RR_FORMAT PixelFormat::R11G11B10_Float
template
bool CanRenderShadow(const RenderView& view, const T& light)
{
bool result = false;
switch ((ShadowsCastingMode)light.ShadowsMode)
{
case ShadowsCastingMode::StaticOnly:
result = view.IsOfflinePass;
break;
case ShadowsCastingMode::DynamicOnly:
result = !view.IsOfflinePass;
break;
case ShadowsCastingMode::All:
result = true;
break;
default:
break;
}
return result && light.ShadowsStrength > ZeroTolerance;
}
///
/// Shadows rendering service.
///
class ShadowsPass : public RendererPass
{
private:
struct ShadowData
{
int32 ContextIndex;
int32 ContextCount;
bool BlendCSM;
LightShadowData Constants;
};
// Shader stuff
AssetReference _shader;
GPUPipelineStatePermutationsPs(Quality::MAX) * 2 * 2> _psShadowDir;
GPUPipelineStatePermutationsPs(Quality::MAX) * 2> _psShadowPoint;
GPUPipelineStatePermutationsPs(Quality::MAX) * 2> _psShadowSpot;
bool _supportsShadows;
// Shadow maps stuff
int32 _shadowMapsSizeCSM;
int32 _shadowMapsSizeCube;
GPUTexture* _shadowMapCSM;
GPUTexture* _shadowMapCube;
Quality _currentShadowMapsQuality;
// Shadow map rendering stuff
AssetReference _sphereModel;
Array _shadowData;
// Cached state for the current frame rendering (setup via Prepare)
int32 maxShadowsQuality;
public:
///
/// Init
///
ShadowsPass();
public:
///
/// Gets current GPU memory usage by the shadow maps
///
/// GPU memory used in bytes
uint64 GetShadowMapsMemoryUsage() const;
public:
// TODO: use full scene shadow map atlas with dynamic slots allocation
int32 LastDirLightIndex = -1;
GPUTextureView* LastDirLightShadowMap = nullptr;
LightShadowData LastDirLight;
public:
///
/// Setups the shadows rendering for batched scene drawing. Checks which lights will cast a shadow.
///
void SetupShadows(RenderContext& renderContext, RenderContextBatch& renderContextBatch);
///
/// Determines whether can render shadow for the specified light.
///
/// The rendering context.
/// The light.
/// true if can render shadow for the specified light; otherwise, false.
bool CanRenderShadow(const RenderContext& renderContext, const RendererPointLightData& light);
///
/// Determines whether can render shadow for the specified light.
///
/// The rendering context.
/// The light.
/// true if can render shadow for the specified light; otherwise, false.
bool CanRenderShadow(const RenderContext& renderContext, const RendererSpotLightData& light);
///
/// Determines whether can render shadow for the specified light.
///
/// The rendering context.
/// The light.
/// true if can render shadow for the specified light; otherwise, false.
bool CanRenderShadow(const RenderContext& renderContext, const RendererDirectionalLightData& light);
///
/// Renders the shadow mask for the given light.
///
/// The rendering context batch.
/// The light.
/// The shadow mask (output).
void RenderShadow(RenderContextBatch& renderContextBatch, RendererPointLightData& light, GPUTextureView* shadowMask);
///
/// Renders the shadow mask for the given light.
///
/// The rendering context batch.
/// The light.
/// The shadow mask (output).
void RenderShadow(RenderContextBatch& renderContextBatch, RendererSpotLightData& light, GPUTextureView* shadowMask);
///
/// Renders the shadow mask for the given light.
///
/// The rendering context batch.
/// The light.
/// The light index.
/// The shadow mask (output).
void RenderShadow(RenderContextBatch& renderContextBatch, RendererDirectionalLightData& light, int32 index, GPUTextureView* shadowMask);
private:
void updateShadowMapSize();
void SetupRenderContext(RenderContext& renderContext, RenderContext& shadowContext);
void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RendererDirectionalLightData& light);
void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RendererPointLightData& light);
void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RendererSpotLightData& light);
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psShadowDir.Release();
_psShadowPoint.Release();
_psShadowSpot.Release();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};