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86 lines
1.8 KiB
C++
86 lines
1.8 KiB
C++
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#pragma once
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#include "hw_aabbtree.h"
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#include "stats.h"
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#include <memory>
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class IDataBuffer;
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class IShadowMap
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{
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public:
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IShadowMap() { }
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virtual ~IShadowMap();
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void Reset();
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// Test if a world position is in shadow relative to the specified light and returns false if it is
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bool ShadowTest(const DVector3 &lpos, const DVector3 &pos);
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static cycle_t UpdateCycles;
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static int LightsProcessed;
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static int LightsShadowmapped;
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bool PerformUpdate();
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void FinishUpdate()
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{
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UpdateCycles.Clock();
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}
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unsigned int NodesCount() const
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{
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assert(mAABBTree);
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return mAABBTree->NodesCount();
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}
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void SetAABBTree(hwrenderer::LevelAABBTree* tree)
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{
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if (mAABBTree != tree)
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{
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mAABBTree = tree;
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mNewTree = true;
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}
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}
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void SetCollectLights(std::function<void()> func)
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{
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CollectLights = std::move(func);
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}
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void SetLight(int index, float x, float y, float z, float r)
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{
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index *= 4;
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mLights[index] = x;
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mLights[index + 1] = y;
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mLights[index + 2] = z;
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mLights[index + 3] = r;
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}
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protected:
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// Upload the AABB-tree to the GPU
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void UploadAABBTree();
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void UploadLights();
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// Working buffer for creating the list of lights. Stored here to avoid allocating memory each frame
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TArray<float> mLights;
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// AABB-tree of the level, used for ray tests, owned by the playsim, not the renderer.
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hwrenderer::LevelAABBTree* mAABBTree = nullptr;
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bool mNewTree = false;
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IShadowMap(const IShadowMap &) = delete;
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IShadowMap &operator=(IShadowMap &) = delete;
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// OpenGL storage buffer with the list of lights in the shadow map texture
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// These buffers need to be accessed by the OpenGL backend directly so that they can be bound.
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public:
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IDataBuffer *mLightList = nullptr;
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// OpenGL storage buffers for the AABB tree
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IDataBuffer *mNodesBuffer = nullptr;
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IDataBuffer *mLinesBuffer = nullptr;
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std::function<void()> CollectLights = nullptr;
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};
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