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FlaxEngine/Source/Engine/Renderer/ShadowsPass.h

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6.1 KiB
C++

// 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"
/// <summary>
/// Pixel format for fullscreen render target used for shadows calculations
/// </summary>
#define SHADOWS_PASS_SS_RR_FORMAT PixelFormat::R11G11B10_Float
template<typename T>
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;
}
/// <summary>
/// Shadows rendering service.
/// </summary>
class ShadowsPass : public RendererPass<ShadowsPass>
{
private:
struct ShadowData
{
int32 ContextIndex;
int32 ContextCount;
bool BlendCSM;
LightShadowData Constants;
};
// Shader stuff
AssetReference<Shader> _shader;
GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2 * 2> _psShadowDir;
GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowPoint;
GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowSpot;
PixelFormat _shadowMapFormat;
// Shadow maps stuff
int32 _shadowMapsSizeCSM;
int32 _shadowMapsSizeCube;
GPUTexture* _shadowMapCSM;
GPUTexture* _shadowMapCube;
Quality _currentShadowMapsQuality;
// Shadow map rendering stuff
AssetReference<Model> _sphereModel;
Array<ShadowData> _shadowData;
// Cached state for the current frame rendering (setup via Prepare)
int32 maxShadowsQuality;
public:
/// <summary>
/// Init
/// </summary>
ShadowsPass();
public:
/// <summary>
/// Gets current GPU memory usage by the shadow maps
/// </summary>
/// <returns>GPU memory used in bytes</returns>
uint64 GetShadowMapsMemoryUsage() const;
public:
// TODO: use full scene shadow map atlas with dynamic slots allocation
int32 LastDirLightIndex = -1;
GPUTextureView* LastDirLightShadowMap = nullptr;
LightShadowData LastDirLight;
public:
void Prepare();
/// <summary>
/// Setups the shadows rendering for batched scene drawing. Checks which lights will cast a shadow.
/// </summary>
void SetupShadows(RenderContext& renderContext, RenderContextBatch& renderContextBatch);
/// <summary>
/// Determines whether can render shadow for the specified light.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="light">The light.</param>
/// <returns><c>true</c> if can render shadow for the specified light; otherwise, <c>false</c>.</returns>
bool CanRenderShadow(const RenderContext& renderContext, const RendererPointLightData& light);
/// <summary>
/// Determines whether can render shadow for the specified light.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="light">The light.</param>
/// <returns><c>true</c> if can render shadow for the specified light; otherwise, <c>false</c>.</returns>
bool CanRenderShadow(const RenderContext& renderContext, const RendererSpotLightData& light);
/// <summary>
/// Determines whether can render shadow for the specified light.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="light">The light.</param>
/// <returns><c>true</c> if can render shadow for the specified light; otherwise, <c>false</c>.</returns>
bool CanRenderShadow(const RenderContext& renderContext, const RendererDirectionalLightData& light);
/// <summary>
/// Renders the shadow mask for the given light.
/// </summary>
/// <param name="renderContextBatch">The rendering context batch.</param>
/// <param name="light">The light.</param>
/// <param name="shadowMask">The shadow mask (output).</param>
void RenderShadow(RenderContextBatch& renderContextBatch, RendererPointLightData& light, GPUTextureView* shadowMask);
/// <summary>
/// Renders the shadow mask for the given light.
/// </summary>
/// <param name="renderContextBatch">The rendering context batch.</param>
/// <param name="light">The light.</param>
/// <param name="shadowMask">The shadow mask (output).</param>
void RenderShadow(RenderContextBatch& renderContextBatch, RendererSpotLightData& light, GPUTextureView* shadowMask);
/// <summary>
/// Renders the shadow mask for the given light.
/// </summary>
/// <param name="renderContextBatch">The rendering context batch.</param>
/// <param name="light">The light.</param>
/// <param name="index">The light index.</param>
/// <param name="shadowMask">The shadow mask (output).</param>
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;
};