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49 lines
2.0 KiB
C++
49 lines
2.0 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 STATIC_SHADOWS_H
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#define STATIC_SHADOWS_H
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#include <platform.h>
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#include "../RenderDll/Common/Shadow_Renderer.h"
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class ShadowCache
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: public Cry3DEngineBase
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{
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public:
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ShadowCache(CLightEntity* pLightEntity, ShadowMapFrustum::ShadowCacheData::eUpdateStrategy nUpdateStrategy)
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: m_pLightEntity(pLightEntity)
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, m_nUpdateStrategy(nUpdateStrategy)
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{}
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void InitShadowFrustum(ShadowMapFrustum*& pFr, int nLod, int nFirstStaticLod, float fDistFromViewDynamicLod, float fRadiusDynamicLod, const SRenderingPassInfo& passInfo);
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void InitHeightMapAOFrustum(ShadowMapFrustum*& pFr, int nLod, const SRenderingPassInfo& passInfo);
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private:
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static const int MAX_RENDERNODES_PER_FRAME = 50;
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static const float AO_FRUSTUM_SLOPE_BIAS;
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static const uint64 kHashMul = 0x9ddfea08eb382d69ULL;
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void InitCachedFrustum(ShadowMapFrustum*& pFr, ShadowMapFrustum::ShadowCacheData::eUpdateStrategy nUpdateStrategy, int nLod, int nTexSize, const Vec3& vLightPos, const AABB& projectionBoundsLS, const SRenderingPassInfo& passInfo);
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void GetCasterBox(AABB& BBoxWS, AABB& BBoxLS, float fRadius, const Matrix34& matView, const SRenderingPassInfo& passInfo);
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Matrix44 GetViewMatrix(const SRenderingPassInfo& passInfo);
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ILINE uint64 HashValue(uint64 value);
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CLightEntity* m_pLightEntity;
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ShadowMapFrustum::ShadowCacheData::eUpdateStrategy m_nUpdateStrategy;
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};
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#endif
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