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85 lines
2.9 KiB
C++
85 lines
2.9 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_CRYENGINE_RENDERDLL_XRENDERD3D9_SHADOWTEXTUREGROUPMANAGER_H
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#define CRYINCLUDE_CRYENGINE_RENDERDLL_XRENDERD3D9_SHADOWTEXTUREGROUPMANAGER_H
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#pragma once
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#include <vector> // STL vector<>
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// to combine multiple shadowmaps into one texture (e.g. GSM levels or Cubemap sides)
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class CShadowTextureGroupManager
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{
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public:
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// Arguments
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// pLightOwner - must not be 0
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// Returns
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// pointer to the texture pointer, don't store this pointer
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SDynTexture_Shadow** FindOrCreateShadowTextureGroup(const IRenderNode* pLightOwner)
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{
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std::vector<SShadowTextureGroup>::iterator it, end = m_GSMGroups.end();
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for (it = m_GSMGroups.begin(); it != end; ++it)
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{
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SShadowTextureGroup& ref = *it;
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if (ref.m_pLightOwner == pLightOwner)
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{
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return &(ref.m_pTextureGroupItem);
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}
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}
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m_GSMGroups.push_back(SShadowTextureGroup(pLightOwner, 0));
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return &(m_GSMGroups.back().m_pTextureGroupItem);
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}
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void RemoveTextureGroupEntry(const IRenderNode* pLightOwner)
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{
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std::vector<SShadowTextureGroup>::iterator it, end = m_GSMGroups.end();
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for (it = m_GSMGroups.begin(); it != end; ++it)
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{
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SShadowTextureGroup& ref = *it;
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if (ref.m_pLightOwner == pLightOwner)
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{
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m_GSMGroups.erase(it);
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break;
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}
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}
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}
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// TODO: remove old entries !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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private: // ----------------------------------------------------------------------------------
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struct SShadowTextureGroup
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{
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SShadowTextureGroup(const IRenderNode* pLightOwner, SDynTexture_Shadow* pTextureGroupItem)
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: m_pLightOwner(pLightOwner)
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, m_pTextureGroupItem(pTextureGroupItem)
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{
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}
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const IRenderNode* m_pLightOwner; // key
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SDynTexture_Shadow* m_pTextureGroupItem; // can be extended to combine 6 cubemap sides
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};
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std::vector<SShadowTextureGroup> m_GSMGroups; // could be a map<emitterid,m_pTextureGroupItem[]> but vector is faster for small containers
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};
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#endif // SHADOW_TEXTURE_GROUP_MANAGER_H
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