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117 lines
6.1 KiB
C++
117 lines
6.1 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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#ifndef CRYINCLUDE_CRY3DENGINE_LIGHTENTITY_H
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#define CRYINCLUDE_CRY3DENGINE_LIGHTENTITY_H
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#pragma once
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const float LIGHT_PROJECTOR_MAX_FOV = 180.f;
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struct CLightEntity
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: public ILightSource
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, public Cry3DEngineBase
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{
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static void StaticReset();
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public:
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virtual EERType GetRenderNodeType();
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virtual const char* GetEntityClassName(void) const { return "LightEntityClass"; }
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virtual const char* GetName(void) const;
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virtual Vec3 GetPos(bool) const;
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virtual void Render(const SRendParams&, const SRenderingPassInfo& passInfo);
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virtual void SetMaterial(_smart_ptr<IMaterial> pMat) { m_pMaterial = pMat; }
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virtual _smart_ptr<IMaterial> GetMaterial([[maybe_unused]] Vec3* pHitPos = NULL) { return m_pMaterial; }
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virtual _smart_ptr<IMaterial> GetMaterialOverride() { return m_pMaterial; }
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virtual float GetMaxViewDist();
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virtual void SetLightProperties(const CDLight& light);
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virtual CDLight& GetLightProperties() { return m_light; };
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virtual void Release(bool);
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virtual void SetMatrix(const Matrix34& mat);
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virtual const Matrix34& GetMatrix() { return m_Matrix; }
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virtual struct ShadowMapFrustum* GetShadowFrustum(int nId = 0);
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virtual void GetMemoryUsage(ICrySizer* pSizer) const;
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virtual const AABB GetBBox() const { return m_WSBBox; }
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virtual void SetBBox(const AABB& WSBBox) { m_WSBBox = WSBBox; }
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virtual void FillBBox(AABB& aabb);
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virtual void OffsetPosition(const Vec3& delta);
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virtual void SetCastingException(IRenderNode* pNotCaster) { m_pNotCaster = pNotCaster; }
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virtual bool IsLightAreasVisible();
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virtual struct IStatObj* GetEntityStatObj([[maybe_unused]] unsigned int nPartId = 0, [[maybe_unused]] unsigned int nSubPartId = 0, [[maybe_unused]] Matrix34A* pMatrix = NULL, [[maybe_unused]] bool bReturnOnlyVisible = false) { return NULL; }
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virtual int GetSlotCount() const;
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virtual EVoxelGIMode GetVoxelGIMode() override;
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virtual void SetDesiredVoxelGIMode(EVoxelGIMode mode) override;
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virtual void SetName(const char* name);
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void InitEntityShadowMapInfoStructure();
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void UpdateGSMLightSourceShadowFrustum(const SRenderingPassInfo& passInfo);
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int UpdateGSMLightSourceDynamicShadowFrustum(int nDynamicLodCount, int nDistanceLodCount, float& fDistanceFromViewLastDynamicLod, float& fGSMBoxSizeLastDynamicLod, bool bFadeLastCascade, const SRenderingPassInfo& passInfo);
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int UpdateGSMLightSourceCachedShadowFrustum(int nFirstLod, int nLodCount, float& fDistFromViewDynamicLod, float fRadiusDynamicLod, const SRenderingPassInfo& passInfo);
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bool ProcessFrustum(int nLod, float fCamBoxSize, float fDistanceFromView, PodArray<struct SPlaneObject>& lstCastersHull, const SRenderingPassInfo& passInfo);
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static void ProcessPerObjectFrustum(ShadowMapFrustum* pFr, struct SPerObjectShadow* pPerObjectShadow, ILightSource* pLightSource, const SRenderingPassInfo& passInfo);
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void InitShadowFrustum_SUN_Conserv(ShadowMapFrustum* pFr, int dwAllowedTypes, float fGSMBoxSize, float fDistance, int nLod, const SRenderingPassInfo& passInfo);
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void InitShadowFrustum_PROJECTOR(ShadowMapFrustum* pFr, int dwAllowedTypes, const SRenderingPassInfo& passInfo);
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void InitShadowFrustum_OMNI(ShadowMapFrustum* pFr, int dwAllowedTypes, const SRenderingPassInfo& passInfo);
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void FillFrustumCastersList_SUN(ShadowMapFrustum* pFr, int dwAllowedTypes, int nRenderNodeFlags, PodArray<struct SPlaneObject>& lstCastersHull, int nLod, const SRenderingPassInfo& passInfo);
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void FillFrustumCastersList_PROJECTOR(ShadowMapFrustum* pFr, int dwAllowedTypes, const SRenderingPassInfo& passInfo);
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void FillFrustumCastersList_OMNI(ShadowMapFrustum* pFr, int dwAllowedTypes, const SRenderingPassInfo& passInfo);
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void CheckValidFrustums_OMNI(ShadowMapFrustum* pFr, const SRenderingPassInfo& passInfo);
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bool CheckFrustumsIntersect(CLightEntity* lightEnt);
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bool GetGsmFrustumBounds(const CCamera& viewFrustum, ShadowMapFrustum* pShadowFrustum);
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void DetectCastersListChanges(ShadowMapFrustum* pFr, const SRenderingPassInfo& passInfo);
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void OnCasterDeleted(IShadowCaster* pCaster);
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int MakeShadowCastersHullSun(PodArray<SPlaneObject>& lstCastersHull, const SRenderingPassInfo& passInfo);
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static Vec3 GSM_GetNextScreenEdge(float fPrevRadius, float fPrevDistanceFromView, const SRenderingPassInfo& passInfo);
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static float GSM_GetLODProjectionCenter(const Vec3& vEdgeScreen, float fRadius);
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static bool FrustumIntersection(const CCamera& viewFrustum, const CCamera& shadowFrustum);
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void UpdateCastShadowFlag(float fDistance, const SRenderingPassInfo& passInfo);
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void CalculateShadowBias(ShadowMapFrustum* pFr, int nLod, float fGSMBoxSize) const;
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CLightEntity();
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~CLightEntity();
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CDLight m_light;
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bool m_bShadowCaster : 1;
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_smart_ptr<IMaterial> m_pMaterial;
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Matrix34 m_Matrix;
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IRenderNode* m_pNotCaster;
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// used for shadow maps
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struct ShadowMapInfo
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{
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ShadowMapInfo() { memset(this, 0, sizeof(ShadowMapInfo)); }
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void Release(struct IRenderer* pRenderer);
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void GetMemoryUsage(ICrySizer* pSizer) const
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{
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pSizer->AddObject(this, sizeof(*this));
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}
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struct ShadowMapFrustum* pGSM[MAX_GSM_LODS_NUM];
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}* m_pShadowMapInfo;
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AABB m_WSBBox;
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void SetLayerId(uint16 nLayerId) { m_layerId = nLayerId; }
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uint16 GetLayerId() { return m_layerId; }
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private:
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static PodArray<SPlaneObject> s_lstTmpCastersHull;
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private:
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IStatObj* m_pStatObj;
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uint16 m_layerId;
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EVoxelGIMode m_VoxelGIMode;
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AZStd::string m_Name;
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};
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#endif
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