Files
2025-05-13 02:46:21 +03:00

102 lines
3.0 KiB
C++

#include "renderpath/RenderPathSpotShadow.h"
#include "IScene.h"
namespace LifeGraphics
{
namespace RenderPath
{
RenderPathSpotShadow::RenderPathSpotShadow(ShadowMapManager* sm)
:IRenderPathShadow(sm)
{
pRenderer = CG::me()->GetRenderer();
renderTarget = pRenderer->CreateRenderTarget(512, 512, FORMAT_R32_FLOAT);
depthTarget = pRenderer->CreateDepthTarget(512, 512, FORMAT_D24_UNORM_S8_UINT);
cbCamera = pRenderer->CreateConstantBuffer(sizeof(PER_CAMERA_CONSTANTS));
}
RenderPathSpotShadow::~RenderPathSpotShadow()
{
}
void RenderPathSpotShadow::Render(LifeGraphics::IScene* pScene)
{
Frustum f = *light.getFrustum();
frustumQuery.SetFrustum(f);
frustumQuery.Filration = true;
frustumQuery.filter = NT_MESH;
//get all visible objects
pScene->PerformQuery(&frustumQuery);
//if there is any visible objects for light frustum - start rendering shadow map
int objCount = frustumQuery.Size();
if(objCount)
{
LifeMath::Rect2i vp(0,0,512,512);
pRenderer->SetViewport(vp);
pRenderer->SetScissorRectangle(vp);
pRenderer->SetTargets(renderTarget, depthTarget);
LifeMath::float4 color = LifeMath::float4(1.0f, 1.0f, 1.0f, 1.0f);
pRenderer->ClearDepthStencil(depthTarget, 1.0f, 0);
PER_CAMERA_CONSTANTS pccs = {0};
pccs.camNearFar = LifeMath::float4(0.1f, light.getRange(), 0.0f,0.0f);
pccs.mView = light.getView();
pccs.mProj = light.getProj();
pccs.mInvVP = pccs.mView * pccs.mProj;
LifeMath::float3 camPosl = light.getPosition();
LifeMath::float3 camDirl = light.getDirection();
pccs.camPos = camPosl;
pccs.camDir = camDirl - camPosl;
LifeMath::Vec3Normalize(&pccs.camDir);
cbCamera->Update(&pccs, sizeof(PER_CAMERA_CONSTANTS));
pRenderer->SetVSConstantBuffer(cbCamera, 1);
pRenderer->SetPSConstantBuffer(cbCamera, 1);
pRenderer->SetDepthStencilState(this->pShadowManager->depthState);
pRenderer->SetPSTextureSampler(this->pShadowManager->samplerPCF, 2);
//render each visible object to shadow map
for(int i = 0; i < objCount; i++)
{
IObject* mesh = static_cast<IObject*>(frustumQuery[i]);
mesh->bind();
for(int i = 0; i < mesh->getSumbeshCount(); i++)
{
IMaterialProxy* mat = mesh->getMaterial(i);
mat->SelectTechnique(MT_RENDER_DEFERRED);
mat->GetTechnique()->SelectPass(MP_DEPTH_SM);
IMaterialPass* pass = mat->GetTechnique()->GetPass();
pass->Apply();
printf("Epic fail\n!");
/*pRenderer->SetVertexShader(mat->g_buffer_pass_vs);
if(mat->diffuseMap.ptr())
{
pRenderer->SetPSTexture(mat->diffuseMap.ptr(), 0);
}
if(mat->AlphaTest || mat->AlphaBlendEnable)
{
pRenderer->SetPixelShader(pShadowManager->rtdPsAT);
}
else
{
pRenderer->SetPixelShader(pShadowManager->rtdPs);
}*/
mesh->render(i);
}
}
frustumQuery.Flush();
}
}
void RenderPathSpotShadow::SetLight(const Light& _light)
{
light = _light;
}
}
}