| 3442 | } |
| 3443 | |
| 3444 | static bool UpdateShadowCache(SceneGraph* scenegraph) { |
| 3445 | Graphics* graphics = Graphics::Instance(); |
| 3446 | Textures* textures = Textures::Instance(); |
| 3447 | Shaders* shaders = Shaders::Instance(); |
| 3448 | PROFILER_ENTER(g_profiler_ctx, "Get bounds"); |
| 3449 | |
| 3450 | // Get basis from light perspective |
| 3451 | vec3 light_dir = scenegraph->primary_light.pos; |
| 3452 | vec3 light_to_world_basis[3]; |
| 3453 | light_to_world_basis[2] = light_dir; |
| 3454 | light_to_world_basis[0] = normalize(cross(vec3(0, 1, 0), light_to_world_basis[2])); |
| 3455 | light_to_world_basis[1] = normalize(cross(light_to_world_basis[0], light_to_world_basis[2])); |
| 3456 | mat4 light_to_world_transform = { |
| 3457 | light_to_world_basis[0][0], |
| 3458 | light_to_world_basis[0][1], |
| 3459 | light_to_world_basis[0][2], |
| 3460 | 0.0f, |
| 3461 | light_to_world_basis[1][0], |
| 3462 | light_to_world_basis[1][1], |
| 3463 | light_to_world_basis[1][2], |
| 3464 | 0.0f, |
| 3465 | light_to_world_basis[2][0], |
| 3466 | light_to_world_basis[2][1], |
| 3467 | light_to_world_basis[2][2], |
| 3468 | 0.0f, |
| 3469 | 0.0f, |
| 3470 | 0.0f, |
| 3471 | 0.0f, |
| 3472 | 1.0f, |
| 3473 | }; |
| 3474 | mat4 world_to_light_transform = transpose(light_to_world_transform); |
| 3475 | |
| 3476 | // Get bounds of scene in light space |
| 3477 | const int kMaxUpdatesPerFrame = 32; |
| 3478 | bool max_updates_hit = false; |
| 3479 | int current_update_count = 0; |
| 3480 | if (shadow_cache_dirty_sun_moved) { |
| 3481 | // Dirty all objects once, so iterative processing can clean them up |
| 3482 | for (auto& lb : scenegraph->visible_static_meshes_shadow_cache_bounds_) { |
| 3483 | if (!lb.is_ignored) { |
| 3484 | lb.is_calculated = false; |
| 3485 | } |
| 3486 | } |
| 3487 | for (auto& lb : scenegraph->terrain_objects_shadow_cache_bounds_) { |
| 3488 | lb.is_calculated = false; |
| 3489 | } |
| 3490 | } |
| 3491 | float bounds[4] = {FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX}; // min_x, min_y, max_x, max_y |
| 3492 | for (size_t i = 0, len = scenegraph->visible_static_meshes_.size(); i < len && !max_updates_hit; ++i) { |
| 3493 | EnvObject& eo = *scenegraph->visible_static_meshes_[i]; |
| 3494 | ShadowCacheObjectLightBounds& lb = scenegraph->visible_static_meshes_shadow_cache_bounds_[i]; |
| 3495 | lb.is_ignored = eo.attached_ != NULL; |
| 3496 | if (!lb.is_ignored) { |
| 3497 | if (!lb.is_calculated || shadow_cache_dirty_level_loaded) { |
| 3498 | const Model& env_model = *eo.GetModel(); |
| 3499 | const mat4& model_to_world_transform = eo.GetTransform(); |
| 3500 | CalculateMinMax(world_to_light_transform * model_to_world_transform, env_model, &lb.min_bounds[0]); |
| 3501 | lb.is_calculated = true; |
no test coverage detected