/* From the draw context, get the list of lights and queue the ones we are interested in into the "desired list" */ MStatus shadowPrepass::execute( const MHWRender::MDrawContext & context ) { MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer(); if (!theRenderer) return MStatus::kSuccess; // Skip lighting modes where there are no lights which can // cast shadows MHWRender::MDrawContext::LightingMode lightingMode = context.getLightingMode(); if (lightingMode != MHWRender::MDrawContext::kSelectedLights && lightingMode != MHWRender::MDrawContext::kSceneLights) { return MStatus::kSuccess; } MHWRender::MDrawContext::LightFilter lightFilter = MHWRender::MDrawContext::kFilteredIgnoreLightLimit; unsigned int nbSceneLights = context.numberOfActiveLights(lightFilter); for (unsigned int i=0; i<nbSceneLights; i++) { MHWRender::MLightParameterInformation* lightInfo = context.getLightParameterInformation( i, lightFilter ); if (!lightInfo) continue; // Get the actually Maya light node MStatus status = MStatus::kFailure; MDagPath lightPath = lightInfo->lightPath(&status); if (status != MStatus::kSuccess || !lightPath.isValid()) continue; // Would be good to have an API method here to indicate if it // casts shadows MIntArray intVals; // Check if light is enabled, and emits any lighting MHWRender::MLightParameterInformation::StockParameterSemantic semantic = MHWRender::MLightParameterInformation::kLightEnabled; if (MStatus::kSuccess == lightInfo->getParameter( semantic, intVals )) { if (intVals.length()) { if (intVals[0] == 0) continue; } } semantic = MHWRender::MLightParameterInformation::kEmitsDiffuse; if (MStatus::kSuccess == lightInfo->getParameter( semantic, intVals )) { if (intVals.length()) { if (intVals[0] == 0) continue; } } semantic = MHWRender::MLightParameterInformation::kEmitsSpecular; if (MStatus::kSuccess == lightInfo->getParameter( semantic, intVals )) { if (intVals.length()) { if (intVals[0] == 0) continue; } } // Check if local shadows are enabled. semantic = MHWRender::MLightParameterInformation::kShadowOn; if (MStatus::kSuccess == lightInfo->getParameter( semantic, intVals )) { if (intVals.length()) { if (intVals[0] == 0) continue; } } // Check if the shadow is "dirty" bool shadowIsDirty = false; semantic = MHWRender::MLightParameterInformation::kShadowDirty; if (MStatus::kSuccess == lightInfo->getParameter( semantic, intVals )) { if (intVals.length()) { if (intVals[0] == 0) // continue; shadowIsDirty = intVals[0] != 0 ? true : false ; } } // Check the light list to prune, if not already pruned bool prune = false; if (lightingMode != MHWRender::MDrawContext::kSelectedLights) { if (mLightList && mLightList->length()) { prune = !mLightList->hasItem(lightInfo->lightPath()); } } static bool debugShadowRequests = false; // Set that we require shadows for this light if (!prune) { if (debugShadowRequests) fprintf(stderr, "QUEUE light shadows for %s, shadowDirty = %d\n", lightPath.fullPathName().asChar(), shadowIsDirty); theRenderer->setLightRequiresShadows( lightPath.node(), true ); } // Set that we DON'T require shadows for this light else { if (debugShadowRequests) fprintf(stderr, "DEQUEUE light shadows for %s, shadowDirty = %d\n", lightPath.fullPathName().asChar(), shadowIsDirty); theRenderer->setLightRequiresShadows( lightPath.node(), false ); } } return MStatus::kSuccess; }
/* Utility method to update shader parameters based on available lighting information. */ static void updateLightShader( MHWRender::MShaderInstance *shaderInstance, const MHWRender::MDrawContext & context, const MSelectionList * lightList ) { if (!shaderInstance) return; // Check pass context information to see if we are in a shadow // map update pass. If so do nothing. // const MHWRender::MPassContext & passCtx = context.getPassContext(); const MStringArray & passSem = passCtx.passSemantics(); bool handlePass = true; for (unsigned int i=0; i<passSem.length() && handlePass; i++) { // Handle special pass drawing. // if (passSem[i] == MHWRender::MPassContext::kShadowPassSemantic) { handlePass = false; } } if (!handlePass) return; // // Perform light shader update with lighting information // If the light list is not empty then use that light's information. // Otherwise choose the first appropriate light which can cast shadows. // // Defaults in case there are no lights // bool globalShadowsOn = false; bool localShadowsOn = false; bool shadowDirty = false; MFloatVector direction(0.0f, 0.0f, 1.0f); float lightIntensity = 0.0f; // If no lights then black out the light float lightColor[3] = { 0.0f, 0.0f, 0.0f }; MStatus status; // Scan to find the first N lights that has a direction component in it // It's possible we find no lights. // MHWRender::MDrawContext::LightFilter considerAllSceneLights = MHWRender::MDrawContext::kFilteredIgnoreLightLimit; unsigned int lightCount = context.numberOfActiveLights(considerAllSceneLights); if (lightCount) { MFloatArray floatVals; MIntArray intVals; MHWRender::MTextureAssignment shadowResource; shadowResource.texture = NULL; MHWRender::MSamplerStateDesc samplerDesc; MMatrix shadowViewProj; float shadowColor[3] = { 0.0f, 0.0f, 0.0f }; unsigned int i=0; bool foundDirectional = false; for (i=0; i<lightCount && !foundDirectional ; i++) { MHWRender::MLightParameterInformation *lightParam = context.getLightParameterInformation( i, considerAllSceneLights ); if (lightParam) { // Prune against light list if any. if (lightList && lightList->length()) { if (!lightList->hasItem(lightParam->lightPath())) continue; } MStringArray params; lightParam->parameterList(params); for (unsigned int p=0; p<params.length(); p++) { MString pname = params[p]; MHWRender::MLightParameterInformation::StockParameterSemantic semantic = lightParam->parameterSemantic( pname ); switch (semantic) { // Pick a few light parameters to pick up as an example case MHWRender::MLightParameterInformation::kWorldDirection: lightParam->getParameter( pname, floatVals ); direction = MFloatVector( floatVals[0], floatVals[1], floatVals[2] ); foundDirectional = true; break; case MHWRender::MLightParameterInformation::kIntensity: lightParam->getParameter( pname, floatVals ); lightIntensity = floatVals[0]; break; case MHWRender::MLightParameterInformation::kColor: lightParam->getParameter( pname, floatVals ); lightColor[0] = floatVals[0]; lightColor[1] = floatVals[1]; lightColor[2] = floatVals[2]; break; // Pick up shadowing parameters case MHWRender::MLightParameterInformation::kGlobalShadowOn: lightParam->getParameter( pname, intVals ); if (intVals.length()) globalShadowsOn = (intVals[0] != 0) ? true : false; break; case MHWRender::MLightParameterInformation::kShadowOn: lightParam->getParameter( pname, intVals ); if (intVals.length()) localShadowsOn = (intVals[0] != 0) ? true : false; break; case MHWRender::MLightParameterInformation::kShadowViewProj: lightParam->getParameter( pname, shadowViewProj); break; case MHWRender::MLightParameterInformation::kShadowMap: lightParam->getParameter( pname, shadowResource ); break; case MHWRender::MLightParameterInformation::kShadowDirty: if (intVals.length()) shadowDirty = (intVals[0] != 0) ? true : false; break; case MHWRender::MLightParameterInformation::kShadowSamp: lightParam->getParameter( pname, samplerDesc ); break; case MHWRender::MLightParameterInformation::kShadowColor: lightParam->getParameter( pname, floatVals ); shadowColor[0] = floatVals[0]; shadowColor[1] = floatVals[1]; shadowColor[2] = floatVals[2]; break; default: break; } } /* for params */ } if (foundDirectional && globalShadowsOn && localShadowsOn && shadowResource.texture) { void *resourceHandle = shadowResource.texture->resourceHandle(); if (resourceHandle) { static bool debugShadowBindings = false; status = shaderInstance->setParameter("mayaShadowPCF1_shadowMap", shadowResource ); if (status == MStatus::kSuccess && debugShadowBindings) fprintf(stderr, "Bound shadow map to shader param mayaShadowPCF1_shadowMap\n"); status = shaderInstance->setParameter("mayaShadowPCF1_shadowViewProj", shadowViewProj ); if (status == MStatus::kSuccess && debugShadowBindings) fprintf(stderr, "Bound shadow map transform to shader param mayaShadowPCF1_shadowViewProj\n"); status = shaderInstance->setParameter("mayaShadowPCF1_shadowColor", &shadowColor[0] ); if (status == MStatus::kSuccess && debugShadowBindings) fprintf(stderr, "Bound shadow map color to shader param mayaShadowPCF1_shadowColor\n"); } MHWRender::MRenderer* renderer = MHWRender::MRenderer::theRenderer(); if (renderer) { MHWRender::MTextureManager* textureManager = renderer->getTextureManager(); if (textureManager) { textureManager->releaseTexture(shadowResource.texture); } } shadowResource.texture = NULL; } } } // Set up parameters which should be set regardless of light existence. status = shaderInstance->setParameter("mayaDirectionalLight_direction", &( direction[0] )); status = shaderInstance->setParameter("mayaDirectionalLight_intensity", lightIntensity ); status = shaderInstance->setParameter("mayaDirectionalLight_color", &( lightColor[0] )); status = shaderInstance->setParameter("mayaShadowPCF1_mayaGlobalShadowOn", globalShadowsOn); status = shaderInstance->setParameter("mayaShadowPCF1_mayaShadowOn", localShadowsOn); }