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/*
   Copyright (c) 2017 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:
    explicit CascadedShadowMaps(GFXDevice& context, Light* light, Camera* shadowCamera, U8 numSplits);
    ~CascadedShadowMaps();
    void render(GFXDevice& context, U32 passIdx);
    void postRender(GFXDevice& context);
    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;
    /// Shortcut for the owning directional light
    DirectionalLight* _dirLight;
    RenderTargetHandle _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
847 Diff Diff IonutCava picture IonutCava Sun 05 Feb, 2017 21:16:24 +0000

[IonutCava]
- Code rot fixes:
— Terrain loading (8 bit heightmap only for now)
— Terrain rendering
— Water Plane loading and rendering
— Reflection and Refraction rendering passes (hack for now: need environment cubemaps as separate from reflect/refract maps for planar rendering)
-— ToDo: Separate Reflection / Refraction render targets to Planar R/R and Cube R/R. Environment probes should use Cube Reflections, Water should use planar reflection targets.
- Added a way to register debug views: texture, shader and params. Viewports get automatically scaled and positioned
— ToDo: Add a hover-preview feature
— ToDo: Add a click-lock preview feature

836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
784 Diff Diff IonutCava picture IonutCava Mon 17 Oct, 2016 16:20:49 +0000

[IonutCava]
- Removed the CameraManager and move most of its functionality into static members of the Camera class
- Removed Camera push/pop system in favour of a stateless ptr based system to better fit the RenderPass structure

781 Diff Diff IonutCava picture IonutCava Wed 12 Oct, 2016 16:03:46 +0000

[IonutCava]
- ShaderComputeQueue <-> Material shader request bug fix (element stuck in QUEUED state)
- More Camera class cleanups
- Add a method of removing EnvironmentProbes from their Pool

760 Diff Diff IonutCava picture IonutCava Tue 09 Aug, 2016 16:30:12 +0000

[IonutCava]
- Complete rewrite of RenderPass system:
— Allow every rendering pass (reflection, environment, etc) to use the same rendering system: occlusion culling, light culling, etc
— Define render passes by a param based token similar to modern API systems (DX12/Vulkan)
— W.I.P.: Depth rendering slightly wrong; Environment Mapping ,reflection and refraction rendering currently disabled
- Add compile time variables for DEBUG/PROFILE/RELEASE builds to validate all code for every build

734 Diff Diff IonutCava picture IonutCava Tue 21 Jun, 2016 16:28:11 +0000

[IonutCava]
- Added a render target pool:
— All render targets are now allocated (and tracked) by the GFXDevice.
— Allocation routines return a slim RenderTargetHandle object that will be used later on in draw commands.

- Added a refraction render pass that will handle translucent objects that need refracted textures instead of clear transparency
— Both reflective nodes and refractive nodes are not gathered properly at this point

- All API specific objects (buffers, textures, etc) are now initialized in the GFXDevice class (see GFXDeviceObjects.cpp)
— This allowed for the slimming of the RenderAPIWrapper interface

- Improved ENABLE_GPU_VALIDATION macro utilization:
— It enabled shadow map split plane debugging
— It bypasses loading shaders from text cache

722 Diff Diff IonutCava picture IonutCava Thu 09 Jun, 2016 16:15:33 +0000

[IonutCava]
- Restructure RenderTarget system:
— Separate attachments, use an attachment pool, use draw descriptors, require explicit information for RT calls, etc

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 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;