1// Copyright (C) 2008-2012 NVIDIA Corporation.
2// Copyright (C) 2019 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
4
5#ifndef QSSG_RENDER_SHADOW_MAP_H
6#define QSSG_RENDER_SHADOW_MAP_H
7
8//
9// W A R N I N G
10// -------------
11//
12// This file is not part of the Qt API. It exists purely as an
13// implementation detail. This header file may change from version to
14// version without notice, or even be removed.
15//
16// We mean it.
17//
18
19#include <QtQuick3DRuntimeRender/private/qtquick3druntimerenderglobal_p.h>
20#include <QtGui/QMatrix4x4>
21#include <QtGui/QVector3D>
22#include <QtQuick3DUtils/private/qssgrenderbasetypes_p.h>
23
24QT_BEGIN_NAMESPACE
25
26class QSSGRhiContext;
27class QSSGRenderContextInterface;
28
29class QRhiRenderBuffer;
30class QRhiTextureRenderTarget;
31class QRhiRenderPassDescriptor;
32class QRhiTexture;
33
34enum class ShadowMapModes
35{
36 VSM, ///< variance shadow mapping
37 CUBE, ///< cubemap omnidirectional shadows
38};
39
40struct QSSGShadowMapEntry
41{
42 QSSGShadowMapEntry();
43
44 static QSSGShadowMapEntry withRhiDepthMap(quint32 lightIdx,
45 ShadowMapModes mode,
46 QRhiTexture *depthMap,
47 QRhiTexture *depthCopy,
48 QRhiRenderBuffer *depthStencil);
49
50 static QSSGShadowMapEntry withRhiDepthCubeMap(quint32 lightIdx,
51 ShadowMapModes mode,
52 QRhiTexture *depthCube,
53 QRhiTexture *cubeCopy,
54 QRhiRenderBuffer *depthStencil);
55
56 void destroyRhiResources();
57
58 quint32 m_lightIndex; ///< the light index it belongs to
59 ShadowMapModes m_shadowMapMode; ///< shadow map method
60
61 // RHI resources
62 QRhiTexture *m_rhiDepthMap = nullptr; // shadow map (VSM)
63 QRhiTexture *m_rhiDepthCopy = nullptr; // for blur pass (VSM)
64 QRhiTexture *m_rhiDepthCube = nullptr; // shadow cube map (CUBE)
65 QRhiTexture *m_rhiCubeCopy = nullptr; // for blur pass (CUBE)
66 QRhiRenderBuffer *m_rhiDepthStencil = nullptr; // depth/stencil
67 QVarLengthArray<QRhiTextureRenderTarget *, 6> m_rhiRenderTargets; // texture RT
68 QRhiRenderPassDescriptor *m_rhiRenderPassDesc = nullptr; // texture RT renderpass descriptor
69 QRhiTextureRenderTarget *m_rhiBlurRenderTarget0 = nullptr; // texture RT for blur X (targets depthCopy or cubeCopy)
70 QRhiTextureRenderTarget *m_rhiBlurRenderTarget1 = nullptr; // texture RT for blur Y (targets depthMap or depthCube)
71 QRhiRenderPassDescriptor *m_rhiBlurRenderPassDesc = nullptr; // blur needs its own because no depth/stencil
72
73 QMatrix4x4 m_lightVP; ///< light view projection matrix
74 QMatrix4x4 m_lightCubeView[6]; ///< light cubemap view matrices
75 QMatrix4x4 m_lightView; ///< light view transform
76};
77
78class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderShadowMap
79{
80 typedef QVector<QSSGShadowMapEntry> TShadowMapEntryList;
81 Q_DISABLE_COPY(QSSGRenderShadowMap)
82
83public:
84 const QSSGRenderContextInterface &m_context;
85
86 explicit QSSGRenderShadowMap(const QSSGRenderContextInterface &inContext);
87 ~QSSGRenderShadowMap();
88 void releaseCachedResources();
89
90 void addShadowMapEntry(qint32 lightIdx,
91 qint32 width,
92 qint32 height,
93 ShadowMapModes mode,
94 const QString &renderNodeObjName);
95
96 QSSGShadowMapEntry *shadowMapEntry(int lightIdx);
97
98 qint32 shadowMapEntryCount() { return m_shadowMapList.size(); }
99
100private:
101 TShadowMapEntryList m_shadowMapList;
102};
103
104using QSSGRenderShadowMapPtr = std::shared_ptr<QSSGRenderShadowMap>;
105
106QT_END_NAMESPACE
107
108#endif
109

source code of qtquick3d/src/runtimerender/qssgrendershadowmap_p.h