Serious-Engine/Sources/Engine/Graphics/ShadowMap.h

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_SHADOWMAP_H
#define SE_INCL_SHADOWMAP_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Graphics/GfxLibrary.h>
#define SMF_DYNAMICINVALID (1UL<<0) // dynamic shadows are not up to date
#define SMF_DYNAMICBLACK (1UL<<1) // there was no need to mix dynamic shadow layer(s) (they were all black)
#define SMF_DYNAMICUPLOADED (1UL<<2) // dynamic shadowmap was uploaded last
#define SMF_ANIMATINGLIGHTS (1UL<<3) // set when shadowmap has at least one animating light
#define SMF_WANTSPROBE (1UL<<20) // set if wants to be probed
#define SMF_PROBED (1UL<<21) // set if last binding was as probe-texture
// class that holds information about shadow cluster map of each scene polygon
// format flags (16+) are defined by texture data
class ENGINE_API CShadowMap {
// implementation:
public:
CListNode sm_lnInGfx; // for linking in list of all cached shadow maps
ULONG sm_ulFlags; // various flags
INDEX sm_iFirstMipLevel; // best mip level possible for this shadow map
INDEX sm_iLastMipLevel; // minimum possible mip level
COLOR sm_colFlat; // color of whole shadowmap if shadowmap is flat
MEX sm_mexOffsetX, sm_mexOffsetY; // X and Y offset from the begining of the polygon
MEX sm_mexWidth, sm_mexHeight; // width and height of shadow map
ULONG *sm_pulCachedShadowMap; // pointer to cached calculated shadow map
ULONG *sm_pulDynamicShadowMap; // pointer to shadow map with dynamic lights
SLONG sm_slMemoryUsed; // memory in use by shadow map (in bytes)
INDEX sm_iFirstCachedMipLevel; // first mip level currently cached
INDEX sm_iFirstUploadMipLevel; // first mip level that is to be uploaded (if >30, upload nothing)
CTimerValue sm_tvLastDrawn; // timer for shadow uncaching and probing
PIX sm_pixPolygonSizeU, sm_pixPolygonSizeV; // dimensions of used part of shadowmap
PIX sm_pixUploadWidth, sm_pixUploadHeight; // dimensions of last upload size
ULONG sm_ulInternalFormat; // last format in which shadowmap was uploaded
ULONG sm_ulObject; // for API
ULONG sm_ulProbeObject; // for API
CTexParams sm_tpLocal; // local texture parameters
INDEX sm_iRenderFrame; // frame number currently rendering (for profiling)
// skip old shadows saved in stream
void Read_old_t(CTStream *inFile); // throw char *
// mix all layers into cached shadow map
virtual void MixLayers( INDEX iFirstMip, INDEX iLastMip, BOOL bDynamic=FALSE); // iFirstMip<iLastMip
// check if all layers are up to date
virtual void CheckLayersUpToDate(void);
// test if there is any dynamic layer
virtual BOOL HasDynamicLayers(void);
// this one always fail - CBrushShadowmap is the one that matters
inline virtual BOOL IsShadowFlat( COLOR &colFlat) { return FALSE; };
// mark that shadow has been drawn
void MarkDrawn(void);
// interface:
public:
// constructor
CShadowMap();
// destructor
~CShadowMap();
// clear the object
void Clear();
// initialize the shadow map
void Initialize( INDEX iMipLevel, MEX mexOffsetX, MEX mexOffsetY, MEX mexWidth, MEX mexHeight);
// read/write from a stream
void Read_t( CTStream *pstrm); // throw char *
void Write_t( CTStream *pstrm); // throw char *
virtual void ReadLayers_t( CTStream *pstrm); // throw char *
virtual void WriteLayers_t( CTStream *pstrm); // throw char *
// get shadowmap memory usage (in bytes)
ULONG GetShadowSize(void);
// returns used memory - static, dynamic and uploaded size separately, slack space ratio (0-1 float) and flatness
BOOL GetUsedMemory( SLONG &slStaticSize, SLONG &slDynamicSize, SLONG &slUploadSize, FLOAT &fSlackRatio);
// cache the shadow map
void Cache( INDEX iWantedMipLevel);
// update dynamic layers of the shadow map (returns mip in which shadow needs to be uploaded)
ULONG UpdateDynamicLayers(void);
// invalidate the shadow map
void Invalidate( BOOL bDynamicOnly=FALSE);
// uncache the shadow map (returns total ammount of memory that has been freed)
SLONG Uncache(void);
// prepare shadow map for upload and bind
void Prepare(void);
// set shadow as current for accelerator
void SetAsCurrent(void);
// returns whether the shadowmap is flat or not
inline BOOL IsFlat(void) {
return( (sm_pulCachedShadowMap==&sm_colFlat)
&& (sm_pulDynamicShadowMap==NULL || (sm_ulFlags&SMF_DYNAMICBLACK)));
};
};
#endif /* include-once check. */