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OpenMW/components/sceneutil/shadow.hpp
AnyOldName3 535c5e328a Affect correct texture units when disabling shadows for stateset
Knowing which are right required making the function non-static, so the shadow manager had to become a singleton as the results of passing it around to where it's needed were hellish.

I'm seeing a bunch of OpenGL errors when actually using this, so I'll investigate whether they're happening on master.
I'm hesitant to look into it too much, though, as I'm affected by https://gitlab.com/OpenMW/openmw/-/issues/7811, and also have the Windows setting enabled that turns driver timeouts into a BSOD so a kernel dump is collected that I can send to AMD.
2024-02-20 21:02:31 +00:00

63 lines
1.7 KiB
C++

#ifndef COMPONENTS_SCENEUTIL_SHADOW_H
#define COMPONENTS_SCENEUTIL_SHADOW_H
#include <components/shader/shadermanager.hpp>
namespace osg
{
class StateSet;
class Group;
}
namespace osgShadow
{
class ShadowSettings;
class ShadowedScene;
}
namespace Settings
{
struct ShadowsCategory;
}
namespace SceneUtil
{
class MWShadowTechnique;
class ShadowManager
{
public:
static Shader::ShaderManager::DefineMap getShadowsDisabledDefines();
static const ShadowManager& instance();
explicit ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode,
unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, unsigned int worldMask,
const Settings::ShadowsCategory& settings, Shader::ShaderManager& shaderManager);
~ShadowManager();
void setupShadowSettings(const Settings::ShadowsCategory& settings, Shader::ShaderManager& shaderManager);
void disableShadowsForStateSet(osg::StateSet& stateset) const;
Shader::ShaderManager::DefineMap getShadowDefines(const Settings::ShadowsCategory& settings) const;
void enableIndoorMode(const Settings::ShadowsCategory& settings);
void enableOutdoorMode();
protected:
static ShadowManager* sInstance;
bool mEnableShadows;
osg::ref_ptr<osgShadow::ShadowedScene> mShadowedScene;
osg::ref_ptr<osgShadow::ShadowSettings> mShadowSettings;
osg::ref_ptr<MWShadowTechnique> mShadowTechnique;
unsigned int mOutdoorShadowCastingMask;
unsigned int mIndoorShadowCastingMask;
};
}
#endif // COMPONENTS_SCENEUTIL_SHADOW_H