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447 lines
20 KiB
C++
447 lines
20 KiB
C++
//
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// RenderShadowTask.cpp
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// render-utils/src/
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//
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// Created by Zach Pomerantz on 1/7/2016.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "RenderShadowTask.h"
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#include <gpu/Context.h>
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#include <ViewFrustum.h>
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#include <render/CullTask.h>
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#include <render/SortTask.h>
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#include <render/DrawTask.h>
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#include "DeferredLightingEffect.h"
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#include "FramebufferCache.h"
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#include "RenderUtilsLogging.h"
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// These values are used for culling the objects rendered in the shadow map
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// but are readjusted afterwards
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#define SHADOW_FRUSTUM_NEAR 1.0f
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#define SHADOW_FRUSTUM_FAR 500.0f
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using namespace render;
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extern void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state);
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static void computeNearFar(const Triangle& triangle, const Plane shadowClipPlanes[4], float& near, float& far) {
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static const int MAX_TRIANGLE_COUNT = 16;
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Triangle clippedTriangles[MAX_TRIANGLE_COUNT];
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auto clippedTriangleCount = clipTriangleWithPlanes(triangle, shadowClipPlanes, 4, clippedTriangles, MAX_TRIANGLE_COUNT);
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for (auto i = 0; i < clippedTriangleCount; i++) {
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const auto& clippedTriangle = clippedTriangles[i];
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near = glm::min(near, -clippedTriangle.v0.z);
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near = glm::min(near, -clippedTriangle.v1.z);
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near = glm::min(near, -clippedTriangle.v2.z);
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far = glm::max(far, -clippedTriangle.v0.z);
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far = glm::max(far, -clippedTriangle.v1.z);
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far = glm::max(far, -clippedTriangle.v2.z);
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}
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}
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static void computeNearFar(const glm::vec3 sceneBoundVertices[8], const Plane shadowClipPlanes[4], float& near, float& far) {
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// This code is inspired from Microsoft's CascadedShadowMaps11 sample which is under MIT licence.
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// See https://code.msdn.microsoft.com/windowsdesktop/Direct3D-Shadow-Win32-2d72a4f2/sourcecode?fileId=121915&pathId=1645833187
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// Basically it decomposes the object bounding box in triangles and clips each triangle with the shadow
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// frustum planes. Finally it computes the minimum and maximum depth of the clipped triangle vertices
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// in shadow space to extract the near and far distances of the shadow frustum.
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static const std::array<int[4], 6> boxQuadVertexIndices = { {
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{ TOP_LEFT_FAR, BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, TOP_RIGHT_FAR },
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{ TOP_LEFT_NEAR, BOTTOM_LEFT_NEAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR },
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{ TOP_RIGHT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR },
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{ TOP_LEFT_FAR, BOTTOM_LEFT_FAR, BOTTOM_LEFT_NEAR, TOP_LEFT_NEAR },
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{ BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_RIGHT_NEAR, BOTTOM_LEFT_NEAR },
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{ TOP_LEFT_FAR, TOP_RIGHT_FAR, TOP_RIGHT_NEAR, TOP_LEFT_NEAR }
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} };
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Triangle triangle;
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for (auto quadVertexIndices : boxQuadVertexIndices) {
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triangle.v0 = sceneBoundVertices[quadVertexIndices[0]];
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triangle.v1 = sceneBoundVertices[quadVertexIndices[1]];
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triangle.v2 = sceneBoundVertices[quadVertexIndices[2]];
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computeNearFar(triangle, shadowClipPlanes, near, far);
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triangle.v1 = sceneBoundVertices[quadVertexIndices[3]];
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computeNearFar(triangle, shadowClipPlanes, near, far);
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}
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}
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static void adjustNearFar(const AABox& inShapeBounds, ViewFrustum& shadowFrustum) {
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const Transform shadowView{ shadowFrustum.getView() };
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const Transform shadowViewInverse{ shadowView.getInverseMatrix() };
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glm::vec3 sceneBoundVertices[8];
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// Keep only the left, right, top and bottom shadow frustum planes as we wish to determine
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// the near and far
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Plane shadowClipPlanes[4];
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int i;
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// The vertices of the scene bounding box are expressed in the shadow frustum's local space
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for (i = 0; i < 8; i++) {
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sceneBoundVertices[i] = shadowViewInverse.transform(inShapeBounds.getVertex(static_cast<BoxVertex>(i)));
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}
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shadowFrustum.getUniformlyTransformedSidePlanes(shadowViewInverse, shadowClipPlanes);
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float near = std::numeric_limits<float>::max();
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float far = 0.0f;
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computeNearFar(sceneBoundVertices, shadowClipPlanes, near, far);
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// Limit the far range to the one used originally.
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far = glm::min(far, shadowFrustum.getFarClip());
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const auto depthEpsilon = 0.1f;
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auto projMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, near - depthEpsilon, far + depthEpsilon);
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auto shadowProjection = shadowFrustum.getProjection();
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shadowProjection[2][2] = projMatrix[2][2];
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shadowProjection[3][2] = projMatrix[3][2];
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shadowFrustum.setProjection(shadowProjection);
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shadowFrustum.calculate();
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}
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void RenderShadowMap::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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const auto& inShapes = inputs.get0();
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const auto& inShapeBounds = inputs.get1();
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auto lightStage = renderContext->_scene->getStage<LightStage>();
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assert(lightStage);
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auto shadow = lightStage->getCurrentKeyShadow();
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if (!shadow || _cascadeIndex >= shadow->getCascadeCount()) {
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return;
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}
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auto& cascade = shadow->getCascade(_cascadeIndex);
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auto& fbo = cascade.framebuffer;
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RenderArgs* args = renderContext->args;
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ShapeKey::Builder defaultKeyBuilder;
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auto adjustedShadowFrustum = args->getViewFrustum();
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// Adjust the frustum near and far depths based on the rendered items bounding box to have
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// the minimal Z range.
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adjustNearFar(inShapeBounds, adjustedShadowFrustum);
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// Reapply the frustum as it has been adjusted
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shadow->setCascadeFrustum(_cascadeIndex, adjustedShadowFrustum);
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args->popViewFrustum();
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args->pushViewFrustum(adjustedShadowFrustum);
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gpu::doInBatch("RenderShadowMap::run", args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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batch.enableStereo(false);
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glm::ivec4 viewport{0, 0, fbo->getWidth(), fbo->getHeight()};
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batch.setViewportTransform(viewport);
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batch.setStateScissorRect(viewport);
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batch.setFramebuffer(fbo);
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batch.clearFramebuffer(
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gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH,
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vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, true);
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glm::mat4 projMat;
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Transform viewMat;
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args->getViewFrustum().evalProjectionMatrix(projMat);
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args->getViewFrustum().evalViewTransform(viewMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat, false);
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auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
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auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
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auto shadowSkinnedDQPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned().withDualQuatSkinned());
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std::vector<ShapeKey> skinnedShapeKeys{};
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std::vector<ShapeKey> skinnedDQShapeKeys{};
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std::vector<ShapeKey> ownPipelineShapeKeys{};
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// Iterate through all inShapes and render the unskinned
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args->_shapePipeline = shadowPipeline;
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batch.setPipeline(shadowPipeline->pipeline);
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for (auto items : inShapes) {
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if (items.first.isSkinned()) {
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if (items.first.isDualQuatSkinned()) {
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skinnedDQShapeKeys.push_back(items.first);
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} else {
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skinnedShapeKeys.push_back(items.first);
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}
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} else if (!items.first.hasOwnPipeline()) {
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renderItems(renderContext, items.second);
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} else {
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ownPipelineShapeKeys.push_back(items.first);
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}
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}
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// Reiterate to render the skinned
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args->_shapePipeline = shadowSkinnedPipeline;
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batch.setPipeline(shadowSkinnedPipeline->pipeline);
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for (const auto& key : skinnedShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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// Reiterate to render the DQ skinned
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args->_shapePipeline = shadowSkinnedDQPipeline;
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batch.setPipeline(shadowSkinnedDQPipeline->pipeline);
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for (const auto& key : skinnedDQShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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// Finally render the items with their own pipeline last to prevent them from breaking the
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// render state. This is probably a temporary code as there is probably something better
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// to do in the render call of objects that have their own pipeline.
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args->_shapePipeline = nullptr;
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for (const auto& key : ownPipelineShapeKeys) {
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args->_itemShapeKey = key._flags.to_ulong();
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renderItems(renderContext, inShapes.at(key));
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}
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args->_batch = nullptr;
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});
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}
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void RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cameraCullFunctor, uint8_t tagBits, uint8_t tagMask) {
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::CullFunctor shadowCullFunctor = [this](const RenderArgs* args, const AABox& bounds) {
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return _cullFunctor(args, bounds);
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};
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// Prepare the ShapePipeline
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ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
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{
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auto state = std::make_shared<gpu::State>();
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state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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initZPassPipelines(*shapePlumber, state);
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}
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const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup");
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const auto queryResolution = setupOutput.getN<RenderShadowSetup::Outputs>(2);
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// Fetch and cull the items from the scene
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// Enable models to not cast shadows (otherwise, models will always cast shadows)
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static const auto shadowCasterFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(tagBits, tagMask).withShadowCaster();
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const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterFilter, queryResolution).asVarying();
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const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowTree", fetchInput);
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const auto selectionInputs = FetchSpatialSelection::Inputs(shadowSelection, shadowCasterFilter).asVarying();
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const auto shadowItems = task.addJob<FetchSpatialSelection>("FetchShadowSelection", selectionInputs);
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// Cull objects that are not visible in camera view. Hopefully the cull functor only performs LOD culling, not
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// frustum culling or this will make shadow casters out of the camera frustum disappear.
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const auto cameraFrustum = setupOutput.getN<RenderShadowSetup::Outputs>(2);
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const auto applyFunctorInputs = ApplyCullFunctorOnItemBounds::Inputs(shadowItems, cameraFrustum).asVarying();
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const auto culledShadowItems = task.addJob<ApplyCullFunctorOnItemBounds>("ShadowCullCamera", applyFunctorInputs, cameraCullFunctor);
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// Sort
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const auto sortedPipelines = task.addJob<PipelineSortShapes>("PipelineSortShadow", culledShadowItems);
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const auto sortedShapes = task.addJob<DepthSortShapes>("DepthSortShadow", sortedPipelines, true);
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render::Varying cascadeFrustums[SHADOW_CASCADE_MAX_COUNT] = {
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ViewFrustumPointer(),
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ViewFrustumPointer(),
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ViewFrustumPointer(),
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ViewFrustumPointer()
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};
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for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
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char jobName[64];
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sprintf(jobName, "ShadowCascadeSetup%d", i);
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const auto cascadeSetupOutput = task.addJob<RenderShadowCascadeSetup>(jobName, i, _cullFunctor, tagBits, tagMask);
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const auto shadowFilter = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(0);
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auto antiFrustum = render::Varying(ViewFrustumPointer());
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cascadeFrustums[i] = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(1);
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if (i > 1) {
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antiFrustum = cascadeFrustums[i - 2];
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}
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// CPU jobs: finer grained culling
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const auto cullInputs = CullShapeBounds::Inputs(sortedShapes, shadowFilter, antiFrustum).asVarying();
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const auto culledShadowItemsAndBounds = task.addJob<CullShapeBounds>("CullShadowCascade", cullInputs, shadowCullFunctor, RenderDetails::SHADOW);
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// GPU jobs: Render to shadow map
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sprintf(jobName, "RenderShadowMap%d", i);
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task.addJob<RenderShadowMap>(jobName, culledShadowItemsAndBounds, shapePlumber, i);
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task.addJob<RenderShadowCascadeTeardown>("ShadowCascadeTeardown", shadowFilter);
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}
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task.addJob<RenderShadowTeardown>("ShadowTeardown", setupOutput);
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}
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void RenderShadowTask::configure(const Config& configuration) {
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DependencyManager::get<DeferredLightingEffect>()->setShadowMapEnabled(configuration.enabled);
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// This is a task, so must still propogate configure() to its Jobs
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// Task::configure(configuration);
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}
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RenderShadowSetup::RenderShadowSetup() :
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_cameraFrustum{ std::make_shared<ViewFrustum>() },
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_coarseShadowFrustum{ std::make_shared<ViewFrustum>() } {
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}
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void RenderShadowSetup::configure(const Config& configuration) {
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setConstantBias(0, configuration.constantBias0);
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setConstantBias(1, configuration.constantBias1);
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setConstantBias(2, configuration.constantBias2);
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setConstantBias(3, configuration.constantBias3);
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setSlopeBias(0, configuration.slopeBias0);
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setSlopeBias(1, configuration.slopeBias1);
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setSlopeBias(2, configuration.slopeBias2);
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setSlopeBias(3, configuration.slopeBias3);
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}
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void RenderShadowSetup::setConstantBias(int cascadeIndex, float value) {
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_bias[cascadeIndex]._constant = value * value * value * 0.004f;
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}
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void RenderShadowSetup::setSlopeBias(int cascadeIndex, float value) {
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_bias[cascadeIndex]._slope = value * value * value * 0.01f;
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}
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void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, Outputs& output) {
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// Abort all jobs if not casting shadows
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auto lightStage = renderContext->_scene->getStage<LightStage>();
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assert(lightStage);
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if (!lightStage->getCurrentKeyLight() || !lightStage->getCurrentKeyLight()->getCastShadows()) {
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renderContext->taskFlow.abortTask();
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return;
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}
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// Cache old render args
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RenderArgs* args = renderContext->args;
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output.edit0() = args->_renderMode;
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output.edit1() = glm::ivec2(0, 0);
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// Save main camera frustum
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*_cameraFrustum = args->getViewFrustum();
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output.edit2() = _cameraFrustum;
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const auto globalShadow = lightStage->getCurrentKeyShadow();
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if (globalShadow) {
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globalShadow->setKeylightFrustum(args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);
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auto& firstCascade = globalShadow->getCascade(0);
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auto& firstCascadeFrustum = firstCascade.getFrustum();
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unsigned int cascadeIndex;
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// Adjust each cascade frustum
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for (cascadeIndex = 0; cascadeIndex < globalShadow->getCascadeCount(); ++cascadeIndex) {
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auto& bias = _bias[cascadeIndex];
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globalShadow->setKeylightCascadeFrustum(cascadeIndex, args->getViewFrustum(),
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SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR,
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bias._constant, bias._slope);
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}
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// Now adjust coarse frustum bounds
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auto frustumPosition = firstCascadeFrustum->getPosition();
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auto farTopLeft = firstCascadeFrustum->getFarTopLeft() - frustumPosition;
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auto farBottomRight = firstCascadeFrustum->getFarBottomRight() - frustumPosition;
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auto left = glm::dot(farTopLeft, firstCascadeFrustum->getRight());
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auto right = glm::dot(farBottomRight, firstCascadeFrustum->getRight());
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auto top = glm::dot(farTopLeft, firstCascadeFrustum->getUp());
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auto bottom = glm::dot(farBottomRight, firstCascadeFrustum->getUp());
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auto near = firstCascadeFrustum->getNearClip();
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auto far = firstCascadeFrustum->getFarClip();
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for (cascadeIndex = 1; cascadeIndex < globalShadow->getCascadeCount(); ++cascadeIndex) {
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auto& cascadeFrustum = globalShadow->getCascade(cascadeIndex).getFrustum();
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farTopLeft = cascadeFrustum->getFarTopLeft() - frustumPosition;
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farBottomRight = cascadeFrustum->getFarBottomRight() - frustumPosition;
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auto cascadeLeft = glm::dot(farTopLeft, cascadeFrustum->getRight());
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auto cascadeRight = glm::dot(farBottomRight, cascadeFrustum->getRight());
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auto cascadeTop = glm::dot(farTopLeft, cascadeFrustum->getUp());
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auto cascadeBottom = glm::dot(farBottomRight, cascadeFrustum->getUp());
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auto cascadeNear = cascadeFrustum->getNearClip();
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auto cascadeFar = cascadeFrustum->getFarClip();
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left = glm::min(left, cascadeLeft);
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right = glm::max(right, cascadeRight);
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bottom = glm::min(bottom, cascadeBottom);
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top = glm::max(top, cascadeTop);
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near = glm::min(near, cascadeNear);
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far = glm::max(far, cascadeFar);
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}
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_coarseShadowFrustum->setPosition(firstCascadeFrustum->getPosition());
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_coarseShadowFrustum->setOrientation(firstCascadeFrustum->getOrientation());
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_coarseShadowFrustum->setProjection(glm::ortho<float>(left, right, bottom, top, near, far));
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_coarseShadowFrustum->calculate();
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// Push frustum for further culling and selection
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args->pushViewFrustum(*_coarseShadowFrustum);
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args->_renderMode = RenderArgs::SHADOW_RENDER_MODE;
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// We want for the octree query enough resolution to catch the details in the lowest cascade. So compute
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// the desired resolution for the first cascade frustum and extrapolate it to the coarse frustum.
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glm::ivec2 queryResolution = firstCascade.framebuffer->getSize();
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queryResolution.x = int(queryResolution.x * _coarseShadowFrustum->getWidth() / firstCascadeFrustum->getWidth());
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queryResolution.y = int(queryResolution.y * _coarseShadowFrustum->getHeight() / firstCascadeFrustum->getHeight());
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output.edit1() = queryResolution;
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}
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}
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void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderContext, Outputs& output) {
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auto lightStage = renderContext->_scene->getStage<LightStage>();
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assert(lightStage);
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// Cache old render args
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RenderArgs* args = renderContext->args;
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const auto globalShadow = lightStage->getCurrentKeyShadow();
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if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {
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output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask).withShadowCaster();
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// Set the keylight render args
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auto& cascade = globalShadow->getCascade(_cascadeIndex);
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auto& cascadeFrustum = cascade.getFrustum();
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args->pushViewFrustum(*cascadeFrustum);
|
|
auto texelSize = glm::min(cascadeFrustum->getHeight(), cascadeFrustum->getWidth()) / cascade.framebuffer->getSize().x;
|
|
// Set the cull threshold to 24 shadow texels. This is totally arbitrary
|
|
const auto minTexelCount = 24.0f;
|
|
// TODO : maybe adapt that with LOD management system?
|
|
texelSize *= minTexelCount;
|
|
_cullFunctor._minSquareSize = texelSize * texelSize;
|
|
|
|
output.edit1() = cascadeFrustum;
|
|
} else {
|
|
output.edit0() = ItemFilter::Builder::nothing();
|
|
output.edit1() = ViewFrustumPointer();
|
|
}
|
|
}
|
|
|
|
void RenderShadowCascadeTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) {
|
|
RenderArgs* args = renderContext->args;
|
|
|
|
if (args->_renderMode == RenderArgs::SHADOW_RENDER_MODE && !input.selectsNothing()) {
|
|
args->popViewFrustum();
|
|
}
|
|
assert(args->hasViewFrustum());
|
|
}
|
|
|
|
void RenderShadowTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) {
|
|
RenderArgs* args = renderContext->args;
|
|
|
|
if (args->_renderMode == RenderArgs::SHADOW_RENDER_MODE) {
|
|
args->popViewFrustum();
|
|
}
|
|
assert(args->hasViewFrustum());
|
|
// Reset the render args
|
|
args->_renderMode = input.get0();
|
|
}
|