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ShadowMap.h
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#pragma once
#include "Renderer.h"
#include "Scene.h"
#include "Quad.h"
#include "Pipeline.h"
#include "ImageProcessing.h"
class ShadowMap: public Pipeline::Stage
{
static constexpr auto MAX_LEVELS = 8;
static constexpr auto MAX_LIGHTS = 8;
__declspec(align(16))
struct CastConstants
{
Matrix world;
Matrix view;
Matrix proj;
};
__declspec(align(16))
struct ReceiveConstants
{
Matrix invertView;
Matrix invertProj;
Matrix lightView;
Matrix lightProjs[8];
Vector4 cascadeDepths[8];
Vector3 lightdir;
int numcascades;
Vector2 screensize;
Vector2 noisesize;
float scale;
float shadowcolor;
float depthbias;
float translucency;
float thickness;
float translucency_bias;
};
public:
ShadowMap(Renderer::Ptr r, Scene::Ptr s,Quad::Ptr q, Setting::Ptr set, Pipeline* p);
~ShadowMap();
void init(int mapsize, int numlevels, const std::vector<Renderer::Texture2D::Ptr>& rts, bool transmittance = false);
void render(Renderer::Texture2D::Ptr rt) ;
private:
void renderToShadowMapDir(const Matrix& lightview, const Scene::Light::Cascades& cascades, Renderer::Texture2D::Ptr tex);
void renderShadowDir(const Matrix& lightview, const Scene::Light::Cascades& cascades, const Vector3& dir, Renderer::Texture2D::Ptr depth, Renderer::Texture2D::Ptr rt);
void renderToShadowMapPoint(Scene::Light::Ptr light, Renderer::Texture2D::Ptr tex);
void renderShadowPoint(Scene::Light::Ptr light, Renderer::Texture2D::Ptr depth, Renderer::RenderTarget::Ptr rt);
private:
bool mExponential = true;
int mNumLevels;
int mNumMaps;
std::map<Scene::Light::Ptr,Renderer::Texture2D::Ptr> mShadowMaps;
Renderer::Texture2D::Ptr mDefaultDS;
Renderer::Texture2D::Ptr mDefaultCascadeDS;
std::vector<Renderer::Texture2D::Ptr> mShadowTextures;
int mShadowMapSize = 2048;
Renderer::Buffer::Ptr mReceiveConstants;
Renderer::Effect::Ptr mShadowMapEffect;
Renderer::Layout::Ptr mDepthLayout;
Renderer::PixelShader::Weak mReceiveShadowPS[3];
D3D11_DEPTH_STENCIL_DESC mDepthStencilDesc;
Renderer::Sampler::Ptr mShadowSampler;
Renderer::VertexShader::Weak mShadowVS;
Renderer::PixelShader::Weak mShadowPS;
Renderer::Rasterizer::Ptr mRasterizer;
Renderer::ShaderResource::Ptr mSceneDepth;
Renderer::Texture2D::Ptr mNoise;
Quad mQuad;
Renderer::Sampler::Ptr mLinear;
Renderer::Sampler::Ptr mPoint;
ImageProcessing::Ptr mGauss;
};