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/* 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 <vector>
#include <array>
#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<void(int, float&, float&)> 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<IRenderDevice> m_pDevice;
RefCntAutoPtr<ITextureView> m_pShadowMapSRV;
std::vector<RefCntAutoPtr<ITextureView>> m_pShadowMapDSVs;
RefCntAutoPtr<ITextureView> m_pFilterableShadowMapSRV;
std::vector<RefCntAutoPtr<ITextureView>> m_pFilterableShadowMapRTVs;
RefCntAutoPtr<ITextureView> m_pIntermediateSRV;
RefCntAutoPtr<ITextureView> m_pIntermediateRTV;
RefCntAutoPtr<IBuffer> m_pConversionAttribsBuffer;
std::vector<CascadeTransforms> m_CascadeTransforms;
struct ShadowConversionTechnique
{
RefCntAutoPtr<IPipelineState> PSO;
RefCntAutoPtr<IShaderResourceBinding> SRB;
};
std::array<ShadowConversionTechnique, SHADOW_MODE_EVSM4+1> m_ConversionTech;
ShadowConversionTechnique m_BlurVertTech;
};
}
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