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| |
| #ifndef QSSG_RENDER_SHADOW_MAP_H |
| #define QSSG_RENDER_SHADOW_MAP_H |
| |
| // |
| // W A R N I N G |
| // ------------- |
| // |
| // This file is not part of the Qt API. It exists purely as an |
| // implementation detail. This header file may change from version to |
| // version without notice, or even be removed. |
| // |
| // We mean it. |
| // |
| |
| #include <QtQuick3DRuntimeRender/private/qssgrendercontextcore_p.h> |
| #include <QtGui/QMatrix4x4> |
| #include <QtGui/QVector3D> |
| #include <QtQuick3DRender/private/qssgrenderbasetypes_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| struct QSSGLayerRenderData; |
| |
| enum class ShadowMapModes |
| { |
| SSM, ///< standard shadow mapping |
| VSM, ///< variance shadow mapping |
| CUBE, ///< cubemap omnidirectional shadows |
| }; |
| |
| enum class ShadowFilterValues |
| { |
| NONE = 1 << 0, ///< hard shadows |
| PCF = 1 << 1, ///< Percentage close filtering |
| BLUR = 1 << 2, ///< Gausian Blur |
| }; |
| |
| struct QSSGShadowMapEntry |
| { |
| QSSGShadowMapEntry() |
| : m_lightIndex(std::numeric_limits<quint32>::max()) |
| , m_shadowMapMode(ShadowMapModes::SSM) |
| , m_shadowFilterFlags(ShadowFilterValues::NONE) |
| { |
| } |
| |
| QSSGShadowMapEntry(quint32 index, |
| ShadowMapModes mode, |
| ShadowFilterValues filter, |
| QSSGRef<QSSGRenderTexture2D> depthMap, |
| QSSGRef<QSSGRenderTexture2D> depthCopy, |
| QSSGRef<QSSGRenderTexture2D> depthTemp) |
| : m_lightIndex(index) |
| , m_shadowMapMode(mode) |
| , m_shadowFilterFlags(filter) |
| , m_depthMap(depthMap) |
| , m_depthCopy(depthCopy) |
| , m_depthCube(nullptr) |
| , m_cubeCopy(nullptr) |
| , m_depthRender(depthTemp) |
| { |
| } |
| |
| QSSGShadowMapEntry(quint32 index, |
| ShadowMapModes mode, |
| ShadowFilterValues filter, |
| QSSGRef<QSSGRenderTextureCube> depthCube, |
| QSSGRef<QSSGRenderTextureCube> cubeTmp, |
| QSSGRef<QSSGRenderTexture2D> depthTemp) |
| : m_lightIndex(index) |
| , m_shadowMapMode(mode) |
| , m_shadowFilterFlags(filter) |
| , m_depthMap(nullptr) |
| , m_depthCopy(nullptr) |
| , m_depthCube(depthCube) |
| , m_cubeCopy(cubeTmp) |
| , m_depthRender(depthTemp) |
| { |
| } |
| |
| quint32 m_lightIndex; ///< the light index it belongs to |
| ShadowMapModes m_shadowMapMode; ///< shadow map method |
| ShadowFilterValues m_shadowFilterFlags; ///< shadow filter mode |
| |
| // PKC : Adding the DepthRender buffer allows us to have a depth+stencil format when filling |
| // the shadow maps (depth+stencil is necessary), but use a more compact format for the |
| // actual |
| // shadow map used at shade time. See if it's worth adding. |
| QSSGRef<QSSGRenderTexture2D> m_depthMap; ///< shadow map texture |
| QSSGRef<QSSGRenderTexture2D> m_depthCopy; ///< shadow map buffer used during blur passes |
| QSSGRef<QSSGRenderTextureCube> m_depthCube; ///< shadow cube map |
| QSSGRef<QSSGRenderTextureCube> m_cubeCopy; ///< cube map buffer used during the blur passes |
| QSSGRef<QSSGRenderTexture2D> m_depthRender; ///< shadow depth+stencil map used during rendering |
| |
| QMatrix4x4 m_lightVP; ///< light view projection matrix |
| QMatrix4x4 m_lightCubeView[6]; ///< light cubemap view matrices |
| QMatrix4x4 m_lightView; ///< light view transform |
| }; |
| |
| class QSSGRenderShadowMap |
| { |
| typedef QVector<QSSGShadowMapEntry> TShadowMapEntryList; |
| |
| public: |
| QAtomicInt ref; |
| QSSGRef<QSSGRenderContextInterface> m_context; |
| |
| QSSGRenderShadowMap(const QSSGRef<QSSGRenderContextInterface> &inContext); |
| ~QSSGRenderShadowMap(); |
| |
| /* |
| * @brief Add a shadow map entry |
| * This creates a new shadow map if it does not exist or changed |
| * |
| * @param[in] index shadow map entry index |
| * @param[in] width shadow map width |
| * @param[in] height shadow map height |
| * @param[in] format shadow map format |
| * @param[in] samples shadow map sample count |
| * @param[in] mode shadow map mode like SSM, VCM |
| * @param[in] filter soft shadow map mode filter like PCF |
| * |
| * @ return no return |
| */ |
| void addShadowMapEntry(qint32 index, |
| qint32 width, |
| qint32 height, |
| QSSGRenderTextureFormat format, |
| qint32 samples, |
| ShadowMapModes mode, |
| ShadowFilterValues filter); |
| |
| /* |
| * @brief Get a shadow map entry |
| * |
| * @param[in] index shadow map entry index |
| * |
| * @ return shadow map entry or nullptr |
| */ |
| QSSGShadowMapEntry *getShadowMapEntry(int index); |
| |
| /* |
| * @brief Get shadow map entry count |
| * |
| * @ return count of shadow map entries |
| */ |
| qint32 getShadowMapEntryCount() { return m_shadowMapList.size(); } |
| |
| static QSSGRef<QSSGRenderShadowMap> create(const QSSGRef<QSSGRenderContextInterface> &inContext); |
| |
| private: |
| TShadowMapEntryList m_shadowMapList; ///< List of shadow map entries |
| }; |
| QT_END_NAMESPACE |
| |
| #endif |