raze/source/common/rendering/hwrenderer/data/hw_shadowmap.h
2020-10-24 17:30:47 +02:00

86 lines
1.8 KiB
C++

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