use crate::{
core::{
algebra::{Matrix4, Point3, Vector3},
color::Color,
math::{frustum::Frustum, Rect},
scope_profile,
sstorage::ImmutableString,
},
renderer::{
apply_material,
batch::BatchStorage,
cache::{shader::ShaderCache, texture::TextureCache},
framework::{
error::FrameworkError,
framebuffer::{Attachment, AttachmentKind, FrameBuffer},
gpu_texture::{
Coordinate, CubeMapFace, GpuTexture, GpuTextureKind, MagnificationFilter,
MinificationFilter, PixelKind, WrapMode,
},
state::PipelineState,
},
shadow::{cascade_size, should_cast_shadows},
GeometryCache, MaterialContext, RenderPassStatistics, ShadowMapPrecision,
},
scene::graph::Graph,
};
use std::{cell::RefCell, rc::Rc};
pub struct PointShadowMapRenderer {
precision: ShadowMapPrecision,
cascades: [FrameBuffer; 3],
size: usize,
faces: [PointShadowCubeMapFace; 6],
render_pass_name: ImmutableString,
}
struct PointShadowCubeMapFace {
face: CubeMapFace,
look: Vector3<f32>,
up: Vector3<f32>,
}
pub(in crate) struct PointShadowMapRenderContext<'a, 'c> {
pub state: &'a mut PipelineState,
pub graph: &'c Graph,
pub light_pos: Vector3<f32>,
pub light_radius: f32,
pub geom_cache: &'a mut GeometryCache,
pub cascade: usize,
pub batch_storage: &'a BatchStorage,
pub shader_cache: &'a mut ShaderCache,
pub texture_cache: &'a mut TextureCache,
pub normal_dummy: Rc<RefCell<GpuTexture>>,
pub white_dummy: Rc<RefCell<GpuTexture>>,
pub black_dummy: Rc<RefCell<GpuTexture>>,
}
impl PointShadowMapRenderer {
pub fn new(
state: &mut PipelineState,
size: usize,
precision: ShadowMapPrecision,
) -> Result<Self, FrameworkError> {
fn make_cascade(
state: &mut PipelineState,
size: usize,
precision: ShadowMapPrecision,
) -> Result<FrameBuffer, FrameworkError> {
let depth = {
let kind = GpuTextureKind::Rectangle {
width: size,
height: size,
};
let mut texture = GpuTexture::new(
state,
kind,
match precision {
ShadowMapPrecision::Full => PixelKind::D32F,
ShadowMapPrecision::Half => PixelKind::D16,
},
MinificationFilter::Nearest,
MagnificationFilter::Nearest,
1,
None,
)?;
texture
.bind_mut(state, 0)
.set_minification_filter(MinificationFilter::Nearest)
.set_magnification_filter(MagnificationFilter::Nearest)
.set_wrap(Coordinate::S, WrapMode::ClampToEdge)
.set_wrap(Coordinate::T, WrapMode::ClampToEdge);
texture
};
let cube_map = {
let kind = GpuTextureKind::Cube {
width: size,
height: size,
};
let mut texture = GpuTexture::new(
state,
kind,
PixelKind::F16,
MinificationFilter::Linear,
MagnificationFilter::Linear,
1,
None,
)?;
texture
.bind_mut(state, 0)
.set_wrap(Coordinate::S, WrapMode::ClampToEdge)
.set_wrap(Coordinate::T, WrapMode::ClampToEdge)
.set_wrap(Coordinate::R, WrapMode::ClampToEdge);
texture
};
FrameBuffer::new(
state,
Some(Attachment {
kind: AttachmentKind::Depth,
texture: Rc::new(RefCell::new(depth)),
}),
vec![Attachment {
kind: AttachmentKind::Color,
texture: Rc::new(RefCell::new(cube_map)),
}],
)
}
Ok(Self {
precision,
cascades: [
make_cascade(state, cascade_size(size, 0), precision)?,
make_cascade(state, cascade_size(size, 1), precision)?,
make_cascade(state, cascade_size(size, 2), precision)?,
],
size,
faces: [
PointShadowCubeMapFace {
face: CubeMapFace::PositiveX,
look: Vector3::new(1.0, 0.0, 0.0),
up: Vector3::new(0.0, -1.0, 0.0),
},
PointShadowCubeMapFace {
face: CubeMapFace::NegativeX,
look: Vector3::new(-1.0, 0.0, 0.0),
up: Vector3::new(0.0, -1.0, 0.0),
},
PointShadowCubeMapFace {
face: CubeMapFace::PositiveY,
look: Vector3::new(0.0, 1.0, 0.0),
up: Vector3::new(0.0, 0.0, 1.0),
},
PointShadowCubeMapFace {
face: CubeMapFace::NegativeY,
look: Vector3::new(0.0, -1.0, 0.0),
up: Vector3::new(0.0, 0.0, -1.0),
},
PointShadowCubeMapFace {
face: CubeMapFace::PositiveZ,
look: Vector3::new(0.0, 0.0, 1.0),
up: Vector3::new(0.0, -1.0, 0.0),
},
PointShadowCubeMapFace {
face: CubeMapFace::NegativeZ,
look: Vector3::new(0.0, 0.0, -1.0),
up: Vector3::new(0.0, -1.0, 0.0),
},
],
render_pass_name: ImmutableString::new("PointShadow"),
})
}
pub fn base_size(&self) -> usize {
self.size
}
pub fn precision(&self) -> ShadowMapPrecision {
self.precision
}
pub fn cascade_texture(&self, cascade: usize) -> Rc<RefCell<GpuTexture>> {
self.cascades[cascade].color_attachments()[0]
.texture
.clone()
}
pub(in crate) fn render(&mut self, args: PointShadowMapRenderContext) -> RenderPassStatistics {
scope_profile!();
let mut statistics = RenderPassStatistics::default();
let PointShadowMapRenderContext {
state,
graph,
light_pos,
light_radius,
geom_cache,
cascade,
batch_storage,
shader_cache,
texture_cache,
normal_dummy,
white_dummy,
black_dummy,
} = args;
let framebuffer = &mut self.cascades[cascade];
let cascade_size = cascade_size(self.size, cascade);
let viewport = Rect::new(0, 0, cascade_size as i32, cascade_size as i32);
let light_projection_matrix =
Matrix4::new_perspective(1.0, std::f32::consts::FRAC_PI_2, 0.01, light_radius);
for face in self.faces.iter() {
framebuffer.set_cubemap_face(state, 0, face.face).clear(
state,
viewport,
Some(Color::WHITE),
Some(1.0),
None,
);
let light_look_at = light_pos + face.look;
let light_view_matrix = Matrix4::look_at_rh(
&Point3::from(light_pos),
&Point3::from(light_look_at),
&face.up,
);
let light_view_projection_matrix = light_projection_matrix * light_view_matrix;
let frustum = Frustum::from(light_view_projection_matrix).unwrap_or_default();
for batch in batch_storage.batches.iter() {
let material = batch.material.lock();
let geometry = geom_cache.get(state, &batch.data);
if let Some(render_pass) = shader_cache
.get(state, material.shader())
.and_then(|shader_set| shader_set.render_passes.get(&self.render_pass_name))
{
for instance in batch.instances.iter() {
let node = &graph[instance.owner];
if should_cast_shadows(node, &frustum) {
statistics += framebuffer.draw(
geometry,
state,
viewport,
&render_pass.program,
&render_pass.draw_params,
|mut program_binding| {
apply_material(MaterialContext {
material: &*material,
program_binding: &mut program_binding,
texture_cache,
world_matrix: &instance.world_transform,
wvp_matrix: &(light_view_projection_matrix
* instance.world_transform),
bone_matrices: &instance.bone_matrices,
use_skeletal_animation: batch.is_skinned,
camera_position: &Default::default(),
use_pom: false,
light_position: &light_pos,
normal_dummy: normal_dummy.clone(),
white_dummy: white_dummy.clone(),
black_dummy: black_dummy.clone(),
});
},
);
}
}
}
}
}
statistics
}
}