#pragma once #include "gl/dynlights/gl_aabbtree.h" #include "tarray.h" #include class ADynamicLight; class FShadowMap { public: FShadowMap() { } ~FShadowMap() { Clear(); } // Release resources void Clear(); // Update shadow map texture void Update(); // Return the assigned shadow map index for a given light int ShadowMapIndex(ADynamicLight *light); // Test if a world position is in shadow relative to the specified light and returns false if it is bool ShadowTest(ADynamicLight *light, const DVector3 &pos); // Returns true if gl_light_shadowmap is enabled and supported by the hardware bool IsEnabled() const; private: // Upload the AABB-tree to the GPU void UploadAABBTree(); // Upload light list to the GPU void UploadLights(); // OpenGL storage buffer with the list of lights in the shadow map texture int mLightList = 0; // Working buffer for creating the list of lights. Stored here to avoid allocating memory each frame TArray mLights; // The assigned shadow map index for each light TMap mLightToShadowmap; // OpenGL storage buffers for the AABB tree int mNodesBuffer = 0; int mLinesBuffer = 0; // Used to detect when a level change requires the AABB tree to be regenerated int mLastNumNodes = 0; int mLastNumSegs = 0; // AABB-tree of the level, used for ray tests std::unique_ptr mAABBTree; FShadowMap(const FShadowMap &) = delete; FShadowMap &operator=(FShadowMap &) = delete; };