/* Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #include #include #include "../../../DiligentCore/Graphics/GraphicsEngine/interface/RenderDevice.h" #include "../../../DiligentCore/Graphics/GraphicsEngine/interface/DeviceContext.h" #include "../../../DiligentCore/Graphics/GraphicsEngine/interface/Texture.h" #include "../../../DiligentCore/Graphics/GraphicsEngine/interface/TextureView.h" #include "../../../DiligentCore/Common/interface/RefCntAutoPtr.h" #include "../../../DiligentCore/Common/interface/BasicMath.h" namespace Diligent { #include "../../Shaders/Common/public/BasicStructures.fxh" class ShadowMapManager { public: ShadowMapManager(); struct InitInfo { TEXTURE_FORMAT Fmt = TEX_FORMAT_UNKNOWN; Uint32 Resolution = 0; Uint32 NumCascades = 0; ISampler* pComparisonSampler = nullptr; ISampler* pFilterableShadowMapSampler = nullptr; int ShadowMode = 0; bool Is32BitFilterableFmt = false; }; void Initialize(IRenderDevice* pDevice, const InitInfo& initInfo); ITextureView* GetSRV() { return m_pShadowMapSRV; } ITextureView* GetCascadeDSV(Uint32 Cascade){ return m_pShadowMapDSVs[Cascade]; } ITextureView* GetFilterableSRV() { return m_pFilterableShadowMapSRV; } struct DistributeCascadeInfo { const float4x4* pCameraView = nullptr; const float4x4* pCameraWorld = nullptr; const float4x4* pCameraProj = nullptr; const float3* pCameraPos = nullptr; const float3* pLightDir = nullptr; // Snap cascades to texels in light view space bool SnapCascades = true; // Stabilize cascade extents in light view space bool StabilizeExtents = true; // Use same extents for X and Y axis. Enabled automatically if StabilizeExtents == true bool EqualizeExtents = true; // Maximum shadow filter radius float2 MaxFixedFilterRadius; // Callback that allows the application to adjust z range of every cascade. // The callback is also called with cascade value -1 to adjust that entire camera range. std::function AdjustCascadeRange; }; struct CascadeTransforms { float4x4 Proj; float4x4 WorldToLightProjSpace; }; void DistributeCascades(const DistributeCascadeInfo& Info, ShadowMapAttribs& shadowMapAttribs); void ConvertToFilterable(IDeviceContext* pCtx, const ShadowMapAttribs& ShadowAttribs); const CascadeTransforms& GetCascadeTranform(Uint32 Cascade) const {return m_CascadeTransforms[Cascade];} private: void InitializeConversionTechniques(TEXTURE_FORMAT FilterableShadowMapFmt); void InitializeResourceBindings(); int m_ShadowMode = 0; RefCntAutoPtr m_pDevice; RefCntAutoPtr m_pShadowMapSRV; std::vector> m_pShadowMapDSVs; RefCntAutoPtr m_pFilterableShadowMapSRV; std::vector> m_pFilterableShadowMapRTVs; RefCntAutoPtr m_pIntermediateSRV; RefCntAutoPtr m_pIntermediateRTV; RefCntAutoPtr m_pConversionAttribsBuffer; std::vector m_CascadeTransforms; struct ShadowConversionTechnique { RefCntAutoPtr PSO; RefCntAutoPtr SRB; }; std::array m_ConversionTech; ShadowConversionTechnique m_BlurVertTech; }; }