NazaraEngine/include/Nazara/Graphics/DirectionalLightShadowData.hpp

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3.5 KiB
C++

// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_GRAPHICS_DIRECTIONALLIGHTSHADOWDATA_HPP
#define NAZARA_GRAPHICS_DIRECTIONALLIGHTSHADOWDATA_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/DepthPipelinePass.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/LightShadowData.hpp>
#include <Nazara/Graphics/ShadowViewer.hpp>
#include <NazaraUtils/FixedVector.hpp>
#include <NazaraUtils/SparsePtr.hpp>
#include <unordered_map>
#include <vector>
namespace Nz
{
class FramePipeline;
class DirectionalLight;
class NAZARA_GRAPHICS_API DirectionalLightShadowData : public LightShadowData
{
public:
DirectionalLightShadowData(FramePipeline& pipeline, ElementRendererRegistry& elementRegistry, const DirectionalLight& light, std::size_t cascadeCount);
DirectionalLightShadowData(const DirectionalLightShadowData&) = delete;
DirectionalLightShadowData(DirectionalLightShadowData&&) = delete;
~DirectionalLightShadowData() = default;
inline void EnableShadowStabilization(bool enable);
inline std::size_t GetCascadeCount() const;
inline void GetCascadeData(const AbstractViewer* viewer, SparsePtr<float> distance, SparsePtr<Matrix4f> viewProjMatrix) const;
inline bool IsShadowStabilization() const;
void PrepareRendering(RenderResources& renderResources, const AbstractViewer* viewer) override;
void RegisterMaterialInstance(const MaterialInstance& matInstance) override;
void RegisterPassInputs(FramePass& pass, const AbstractViewer* viewer) override;
void RegisterToFrameGraph(FrameGraph& frameGraph, const AbstractViewer* viewer) override;
void RegisterViewer(const AbstractViewer* viewer) override;
const Texture* RetrieveLightShadowmap(const BakedFrameGraph& bakedGraph, const AbstractViewer* viewer) const override;
void UnregisterMaterialInstance(const MaterialInstance& matInstance) override;
void UnregisterViewer(const AbstractViewer* viewer) override;
DirectionalLightShadowData& operator=(const DirectionalLightShadowData&) = delete;
DirectionalLightShadowData& operator=(DirectionalLightShadowData&&) = delete;
private:
struct CascadeData;
template<typename F> void ForEachCascade(F&& callback);
void ComputeLightView(CascadeData& cascade, const Frustumf& cascadeFrustum, float cascadeDist);
void StabilizeShadows(CascadeData& cascade);
NazaraSlot(Light, OnLightShadowMapSettingChange, m_onLightShadowMapSettingChange);
NazaraSlot(Light, OnLightTransformInvalided, m_onLightTransformInvalidated);
struct CascadeData
{
std::optional<DepthPipelinePass> depthPass;
std::size_t attachmentIndex;
Matrix4f viewProjMatrix;
ShadowViewer viewer;
float distance;
};
struct PerViewerData
{
FixedVector<CascadeData, 8> cascades;
std::size_t textureArrayAttachmentIndex;
};
std::size_t m_cascadeCount;
std::vector<std::unique_ptr<PerViewerData>> m_destructionQueue;
std::unordered_map<const AbstractViewer*, std::unique_ptr<PerViewerData>> m_viewerData;
ElementRendererRegistry& m_elementRegistry;
FramePipeline& m_pipeline;
const DirectionalLight& m_light;
bool m_isShadowStabilizationEnabled;
float m_invTexelScale;
float m_texelScale;
};
}
#include <Nazara/Graphics/DirectionalLightShadowData.inl>
#endif // NAZARA_GRAPHICS_DIRECTIONALLIGHTSHADOWDATA_HPP