183 lines
6.1 KiB
C++
183 lines
6.1 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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#include "RenderList.h"
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#include "RendererPass.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Graphics/RenderTask.h"
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/// <summary>
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/// Pixel format for fullscreen render target used for shadows calculations
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/// </summary>
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#define SHADOWS_PASS_SS_RR_FORMAT PixelFormat::R11G11B10_Float
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template<typename T>
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bool CanRenderShadow(const RenderView& view, const T& light)
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{
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bool result = false;
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switch ((ShadowsCastingMode)light.ShadowsMode)
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{
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case ShadowsCastingMode::StaticOnly:
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result = view.IsOfflinePass;
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break;
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case ShadowsCastingMode::DynamicOnly:
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result = !view.IsOfflinePass;
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break;
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case ShadowsCastingMode::All:
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result = true;
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break;
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default:
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break;
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}
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return result && light.ShadowsStrength > ZeroTolerance;
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}
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/// <summary>
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/// Shadows rendering service.
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/// </summary>
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class ShadowsPass : public RendererPass<ShadowsPass>
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{
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private:
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struct ShadowData
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{
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int32 ContextIndex;
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int32 ContextCount;
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bool BlendCSM;
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ShaderLightShadowData Constants;
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};
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// Shader stuff
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AssetReference<Shader> _shader;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2 * 2> _psShadowDir;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowPoint;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowSpot;
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PixelFormat _shadowMapFormat;
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// Shadow maps stuff
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int32 _shadowMapsSizeCSM;
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int32 _shadowMapsSizeCube;
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GPUTexture* _shadowMapCSM;
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GPUTexture* _shadowMapCube;
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Quality _currentShadowMapsQuality;
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// Shadow map rendering stuff
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AssetReference<Model> _sphereModel;
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Array<ShadowData> _shadowData;
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// Cached state for the current frame rendering (setup via Prepare)
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int32 maxShadowsQuality;
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public:
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/// <summary>
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/// Init
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/// </summary>
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ShadowsPass();
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public:
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/// <summary>
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/// Gets current GPU memory usage by the shadow maps
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/// </summary>
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/// <returns>GPU memory used in bytes</returns>
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uint64 GetShadowMapsMemoryUsage() const;
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public:
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// TODO: use full scene shadow map atlas with dynamic slots allocation
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int32 LastDirLightIndex = -1;
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GPUTextureView* LastDirLightShadowMap = nullptr;
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ShaderLightShadowData LastDirLight;
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public:
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void Prepare();
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/// <summary>
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/// Setups the shadows rendering for batched scene drawing. Checks which lights will cast a shadow.
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/// </summary>
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void SetupShadows(RenderContext& renderContext, RenderContextBatch& renderContextBatch);
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/// <summary>
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/// Determines whether can render shadow for the specified light.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="light">The light.</param>
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/// <returns><c>true</c> if can render shadow for the specified light; otherwise, <c>false</c>.</returns>
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bool CanRenderShadow(const RenderContext& renderContext, const RenderPointLightData& light);
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/// <summary>
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/// Determines whether can render shadow for the specified light.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="light">The light.</param>
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/// <returns><c>true</c> if can render shadow for the specified light; otherwise, <c>false</c>.</returns>
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bool CanRenderShadow(const RenderContext& renderContext, const RenderSpotLightData& light);
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/// <summary>
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/// Determines whether can render shadow for the specified light.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="light">The light.</param>
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/// <returns><c>true</c> if can render shadow for the specified light; otherwise, <c>false</c>.</returns>
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bool CanRenderShadow(const RenderContext& renderContext, const RenderDirectionalLightData& light);
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/// <summary>
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/// Renders the shadow mask for the given light.
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/// </summary>
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/// <param name="renderContextBatch">The rendering context batch.</param>
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/// <param name="light">The light.</param>
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/// <param name="shadowMask">The shadow mask (output).</param>
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void RenderShadow(RenderContextBatch& renderContextBatch, RenderPointLightData& light, GPUTextureView* shadowMask);
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/// <summary>
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/// Renders the shadow mask for the given light.
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/// </summary>
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/// <param name="renderContextBatch">The rendering context batch.</param>
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/// <param name="light">The light.</param>
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/// <param name="shadowMask">The shadow mask (output).</param>
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void RenderShadow(RenderContextBatch& renderContextBatch, RenderSpotLightData& light, GPUTextureView* shadowMask);
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/// <summary>
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/// Renders the shadow mask for the given light.
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/// </summary>
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/// <param name="renderContextBatch">The rendering context batch.</param>
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/// <param name="light">The light.</param>
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/// <param name="index">The light index.</param>
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/// <param name="shadowMask">The shadow mask (output).</param>
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void RenderShadow(RenderContextBatch& renderContextBatch, RenderDirectionalLightData& light, int32 index, GPUTextureView* shadowMask);
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private:
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void updateShadowMapSize();
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void SetupRenderContext(RenderContext& renderContext, RenderContext& shadowContext);
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void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderDirectionalLightData& light);
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void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderPointLightData& light);
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void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderSpotLightData& light);
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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_psShadowDir.Release();
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_psShadowPoint.Release();
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_psShadowSpot.Release();
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invalidateResources();
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}
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#endif
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public:
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// [RendererPass]
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String ToString() const override;
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bool Init() override;
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void Dispose() override;
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protected:
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// [RendererPass]
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bool setupResources() override;
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};
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