Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
/*
   Copyright (c) 2016 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   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.

 */

#ifndef _C_SM_H_
#define _C_SM_H_

#include "ShadowMap.h"
#include "Core/Math/BoundingVolumes/Headers/BoundingBox.h"

namespace Divide {

class Quad3D;
class Camera;
class GFXDevice;
class ShaderBuffer;
class ShaderProgram;
class DirectionalLight;

FWD_DECLARE_MANAGED_CLASS(SceneGraphNode);

/// Directional lights can't deliver good quality shadows using a single shadow map.
/// This technique offers an implementation of the CSM method
class CascadedShadowMaps : public ShadowMap {
   public:
    CascadedShadowMaps(Light* light, Camera* shadowCamera, U8 numSplits);
    ~CascadedShadowMaps();
    void render(SceneRenderState& renderState);
    void postRender();
    /// Update depth maps
    void previewShadowMaps(U32 callIndex);
    void init(ShadowMapInfo* const smi);

   protected:
    void calculateSplitDepths(const Camera& cam);
    void applyFrustumSplits();

   protected:
    U8 _numSplits;
    F32 _splitLogFactor;
    F32 _nearClipOffset;
    U32 _horizBlur;
    U32 _vertBlur;
    BoundingBox _previousFrustumBB;
    vec2<F32> _sceneZPlanes;
    vec3<F32> _lightPosition;
    mat4<F32> _viewInvMatrixCache;
    ShaderProgram_ptr _previewDepthMapShader;
    ShaderProgram_ptr _blurDepthMapShader;
    RenderTarget::RenderTargetDrawDescriptor* _renderPolicy;
    /// Shortcut for the owning directional light
    DirectionalLight* _dirLight;
    RenderTarget* _blurBuffer;
    vectorImpl<vec3<F32> > _frustumCornersVS;
    vectorImpl<vec3<F32> > _frustumCornersWS;
    vectorImpl<vec3<F32> > _frustumCornersLS;
    vectorImpl<vec3<F32> > _splitFrustumCornersVS;
    vectorImpl<F32       > _splitDepths;
    std::array<mat4<F32>, Config::Lighting::MAX_SPLITS_PER_LIGHT> _shadowMatrices;
    ShaderBuffer* _shadowMatricesBuffer;
};

};  // namespace Divide
#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/Lighting/ShadowMapping/Headers/CascadedShadowMaps.h

Diff revisions: vs.
Revision Author Commited Message
718 Diff Diff IonutCava picture IonutCava Thu 02 Jun, 2016 16:02:48 +0000

[IonutCava]
- Code cleanup:
— Rename Framebuffer to RenderTarget. Only OpenGL uses the Framebuffer nomenclature.
— Remove base Shader class as only OpenGL will have separate shaders (and eventually move to pipeline objects) as Direct3D uses FX files and may end up with different structure
— Remove drawBox3D, drawSphere3D and drawLines from GFXDevice class and add them as member functions to the IMPrimitive class (renamed to fromXYZ)
— Pull some elements from SceneManager and move them to standalone classes (W.I.P.)

713 Diff Diff IonutCava picture IonutCava Wed 25 May, 2016 15:43:38 +0000

[IonutCava]
- Removed all unique_ptr’s from the code with classic new/delete pairs. They were seriously not needed.
- Added the concept of SceneComponent to scene specific classes: aiManager, lightPool, sceneGraph, physicsInterface etc
— This allowed the removal of the global GET_ACTIVE_SCENEGRAPH call;

710 Diff Diff IonutCava picture IonutCava Fri 20 May, 2016 16:24:40 +0000

[IonutCava]
- Code cleanup
- Initial work on Scene loading and unloading with and without unloading assets:
— Need to change AIManager from a Singleton to a per-scene component

709 Diff Diff IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

[IonutCava]
- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

601 Diff Diff IonutCava picture IonutCava Wed 09 Dec, 2015 17:12:38 +0000

[IonutCava]
- Shadow mapping system improvements:
— Point and spot light support
— Variable number of debug preview planes
- Light impostor rendering fix and update:
— Displays coloured icons for point and spot lights
- Camera system improvement:
— Camera manager is the only class allowed to instantiate new cameras
- Initial dual paraboloid rendering code
- Remove discard statements from shader code (should use blending if visual artefacts are encountered)

572 Diff Diff IonutCava picture IonutCava Wed 18 Nov, 2015 17:15:43 +0000

[Ionut]
- Attempt to pack all shadowmaps in Shadowmap arrays
- Cleanup lighting and material info
- Fix light impostor rendering

551 Diff Diff IonutCava picture IonutCava Thu 05 Nov, 2015 17:08:03 +0000

[IonutCava]
- Streamline RenderPass/RenderBin/RenderPassCuller logic:
— Separate culling from updating nodes
— Improve sorting and batching
- Cleanups and sanity checks
- Replace some std::bind calls with lambdas

548 Diff Diff IonutCava picture IonutCava Wed 04 Nov, 2015 17:23:15 +0000

[IonutCava]
- More work on improving cascaded shadow maps

546 IonutCava picture IonutCava Tue 03 Nov, 2015 23:40:35 +0000

[IonutCava]
- Single pass (layered rendering) cascaded shadowmaps including blur
- Naming convention fixes