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o3de/Code/CryEngine/Cry3DEngine/ShadowCache.h

49 lines
2.0 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#ifndef STATIC_SHADOWS_H
#define STATIC_SHADOWS_H
#include <platform.h>
#include "../RenderDll/Common/Shadow_Renderer.h"
class ShadowCache
: public Cry3DEngineBase
{
public:
ShadowCache(CLightEntity* pLightEntity, ShadowMapFrustum::ShadowCacheData::eUpdateStrategy nUpdateStrategy)
: m_pLightEntity(pLightEntity)
, m_nUpdateStrategy(nUpdateStrategy)
{}
void InitShadowFrustum(ShadowMapFrustum*& pFr, int nLod, int nFirstStaticLod, float fDistFromViewDynamicLod, float fRadiusDynamicLod, const SRenderingPassInfo& passInfo);
void InitHeightMapAOFrustum(ShadowMapFrustum*& pFr, int nLod, const SRenderingPassInfo& passInfo);
private:
static const int MAX_RENDERNODES_PER_FRAME = 50;
static const float AO_FRUSTUM_SLOPE_BIAS;
static const uint64 kHashMul = 0x9ddfea08eb382d69ULL;
void InitCachedFrustum(ShadowMapFrustum*& pFr, ShadowMapFrustum::ShadowCacheData::eUpdateStrategy nUpdateStrategy, int nLod, int nTexSize, const Vec3& vLightPos, const AABB& projectionBoundsLS, const SRenderingPassInfo& passInfo);
void GetCasterBox(AABB& BBoxWS, AABB& BBoxLS, float fRadius, const Matrix34& matView, const SRenderingPassInfo& passInfo);
Matrix44 GetViewMatrix(const SRenderingPassInfo& passInfo);
ILINE uint64 HashValue(uint64 value);
CLightEntity* m_pLightEntity;
ShadowMapFrustum::ShadowCacheData::eUpdateStrategy m_nUpdateStrategy;
};
#endif