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180 lines
6 KiB
C++
180 lines
6 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_SHADOW_MAP_MANAGER_H
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#define NL_SHADOW_MAP_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/shadow_map.h"
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#include "nel/misc/types_nl.h"
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#include "nel/3d/quad_grid.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/3d/material.h"
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#include "nel/3d/texture.h"
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namespace NL3D {
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class CTransform;
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// ***************************************************************************
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#define NL3D_SMM_QUADGRID_SIZE 16
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#define NL3D_SMM_QUADCELL_SIZE 8.0f
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#define NL3D_SMM_MAX_TEXTDEST_SIZE 256
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#define NL3D_SMM_MAX_FREETEXT 20
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#define NL3D_SMM_FADE_SPEED 0.5f
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// ***************************************************************************
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/**
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* A class to manage the render of shadow map.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2003
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*/
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class CShadowMapManager
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{
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public:
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/// Constructor
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CShadowMapManager();
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~CShadowMapManager();
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/// change the QuadGrid size. it reset all the receivers!
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void setQuadGridSize(uint size, float cellSize);
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/** clear both _ShadowCasters and _GenerateShadowCasters lists
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* WARNING: the _GenerateShadowCasters list of shadow caster (added with addShadowCaster() /
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* selectShadowMapsToGenerate()) must have valid Ptrs. => Cannot leave this list
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* non empty at end of CScene::render() because some CTransform may be deleted between render()
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*/
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void clearAllShadowCasters();
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/// Add a ShadowCaster that influence the scene this pass.
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void addShadowCaster(CTransform *model);
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/** From List of ShadowCaster, select a sub - part (so called Loding ShadowMap Casters)
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* NB: Beware that this clear the currentlist of shadowMap to generate
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* NB: model->setGeneratingShadowMap(true); are called for each model selected
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*/
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void selectShadowMapsToGenerate(CScene *scene);
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/// Add a ShadowRecevier visible in this scene for this pass
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void addShadowReceiver(CTransform *model);
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/** render ShadowMap with ShadowCasters. Generate ShadowMap only (with the AuxDriver).
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* NB: current driver Frustum, ViewMatrix kept their initial state but ModelMatrix not.
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*/
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void renderGenerate(CScene *scene);
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/** project ShadowMaps onto receivers. NB: renderGenerate() must have been called before.
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* NB: current driver Frustum, ViewMatrix kept their initial state but ModelMatrix not.
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* call clearShadowCaster
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*/
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void renderProject(CScene *scene);
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/// Enable Polygon Smoothing
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void enableShadowPolySmooth(bool enable) {_PolySmooth= enable;}
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/// get Enable Polygon Smoothing flag
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bool getEnableShadowPolySmooth() const {return _PolySmooth;}
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/// Get the typical Material for Caster
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CMaterial &getCasterShadowMaterial() {return _CasterShadowMaterial;}
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/// \name Texture Allocation
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// @{
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/// Allocate a texture for a shadowMap. NB: owned by a smartPtr. nlassert powerof2
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ITexture *allocateTexture(uint textSize);
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/** Release this one.
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* NB: the texture is not deleted, but still will be used for later use
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*/
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void releaseTexture(ITexture *text);
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// @}
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// ******************
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private:
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// The Casters added to this pass. cleared at render
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std::vector<CTransform*> _ShadowCasters;
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// The Casters added to this pass that will compute their shadowMap this frame. cleared at render
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std::vector<CTransform*> _GenerateShadowCasters;
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// This is a quadGrid of ShadowReceiver.
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typedef CQuadGrid<CTransform*> TShadowReceiverGrid;
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TShadowReceiverGrid _ShadowReceiverGrid;
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void computeShadowDirection(CScene *scene, CTransform *sc, CVector &lightDir);
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void computeShadowColors(CScene *scene, CTransform *sc, CRGBA &ambient, CRGBA &diffuse);
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void fillBlackBorder(IDriver *drv, uint numPassText, uint numTextW, uint numTextH, uint baseTextureSize);
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void setBlackQuad(uint index, sint x, sint y, sint w, sint h);
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void updateBlurTexture(IDriver &drv, uint w, uint h);
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void copyScreenToBlurTexture(IDriver *drv, uint numPassText, uint numTextW, uint numTextH, uint baseTextureSize);
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void applyFakeGaussianBlur(IDriver *drv, uint numPassText, uint numTextW, uint numTextH, uint baseTextureSize, uint blurSource);
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void setBlurQuadFakeGaussian(uint index, sint x, sint y, sint w, sint h);
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bool _PolySmooth;
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// For clearing
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CVertexBuffer _FillQuads;
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CMaterial _FillMaterial;
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// For Blurring
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CSmartPtr<ITexture> _BlurTexture[2];
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uint32 _BlurTextureW;
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uint32 _BlurTextureH;
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float _BlurTextureOOW;
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float _BlurTextureOOH;
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float _BlurTextureD05W;
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float _BlurTextureD05H;
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CMaterial _BlurMaterial[2];
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CVertexBuffer _BlurQuads;
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// For copy
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CVertexBuffer _CopyQuads;
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CMaterial _CopyMaterial;
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// For Receiving
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CMaterial _ReceiveShadowMaterial;
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NLMISC::CSmartPtr<ITexture> _ClampTexture;
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CShadowMapProjector _ShadowMapProjector;
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// For Receiving
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CMaterial _CasterShadowMaterial;
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void clearGenerateShadowCasters();
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// Texture allocation
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typedef std::map<ITexture *, CSmartPtr<ITexture> > TTextureMap;
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typedef TTextureMap::iterator ItTextureMap;
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TTextureMap _ShadowTextureMap;
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// List of free shadow textures
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std::vector<ItTextureMap> _FreeShadowTextures;
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// Called at each renderGenerate().
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void garbageShadowTextures(CScene *scene);
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// For Texture profiling
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NLMISC::CSmartPtr<ITexture::CTextureCategory> _TextureCategory;
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};
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} // NL3D
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#endif // NL_SHADOW_MAP_MANAGER_H
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/* End of shadow_map_manager.h */
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