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CascadedShadowMap.h
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* 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. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#pragma once
#include <donut/engine/SceneGraph.h>
#include <donut/engine/ShadowMap.h>
#include <donut/engine/View.h>
#include <nvrhi/nvrhi.h>
#include <memory>
namespace donut::render
{
class PlanarShadowMap;
class CascadedShadowMap : public engine::IShadowMap
{
private:
nvrhi::TextureHandle m_ShadowMapTexture;
std::vector<std::shared_ptr<PlanarShadowMap>> m_Cascades;
std::vector<std::shared_ptr<PlanarShadowMap>> m_PerObjectShadows;
engine::CompositeView m_CompositeView;
int m_NumberOfCascades;
public:
CascadedShadowMap(
nvrhi::IDevice* device,
int resolution,
int numCascades,
int numPerObjectShadows,
nvrhi::Format format,
bool isUAV = false);
// Computes the cascade projections based on the view frustum, shadow distance, and the distribution exponent.
bool SetupForPlanarView(
const engine::DirectionalLight& light,
dm::frustum viewFrustum,
float maxShadowDistance,
float lightSpaceZUp,
float lightSpaceZDown,
float exponent = 4.f,
dm::float3 preViewTranslation = 0.f,
int numberOfCascades = -1);
// Similar to SetupForPlanarView, but the size of the cascades does not depend on orientation, and therefore
// the shadow map texels have the same world space projections when the camera turns or moves.
// The downside of this algorithm is that the cascades are often larger than necessary.
bool SetupForPlanarViewStable(
const engine::DirectionalLight& light,
dm::frustum projectionFrustum,
dm::affine3 inverseViewMatrix,
float maxShadowDistance,
float lightSpaceZUp,
float lightSpaceZDown,
float exponent = 4.f,
dm::float3 preViewTranslation = 0.f,
int numberOfCascades = -1);
// Computes the cascade projections to cover an omnidirectional view from a given point. The cascades are all centered on that point.
bool SetupForCubemapView(
const engine::DirectionalLight& light,
dm::float3 center,
float maxShadowDistance, float lightSpaceZUp,
float lightSpaceZDown,
float exponent = 4.f,
int numberOfCascades = -1);
// Computes a simple directional shadow projection that covers a given world space box.
bool SetupPerObjectShadow(const engine::DirectionalLight& light, uint32_t object, const dm::box3& objectBounds);
void SetupProxyViews();
void Clear(nvrhi::ICommandList* commandList);
void SetLitOutOfBounds(bool litOutOfBounds);
void SetFalloffDistance(float distance);
void SetNumberOfCascadesUnsafe(int cascades);
std::shared_ptr<engine::PlanarView> GetCascadeView(uint32_t cascade);
std::shared_ptr<engine::PlanarView> GetPerObjectView(uint32_t object);
virtual dm::float4x4 GetWorldToUvzwMatrix() const override;
virtual const engine::ICompositeView& GetView() const override;
virtual nvrhi::ITexture* GetTexture() const override;
virtual uint32_t GetNumberOfCascades() const override;
virtual const IShadowMap* GetCascade(uint32_t index) const override;
virtual uint32_t GetNumberOfPerObjectShadows() const override;
virtual const IShadowMap* GetPerObjectShadow(uint32_t index) const override;
virtual dm::int2 GetTextureSize() const override;
virtual dm::box2 GetUVRange() const override;
virtual dm::float2 GetFadeRangeInTexels() const override;
virtual bool IsLitOutOfBounds() const override;
virtual void FillShadowConstants(ShadowConstants& constants) const override;
};
}