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