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535c5e328a
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.
63 lines
1.7 KiB
C++
63 lines
1.7 KiB
C++
#ifndef COMPONENTS_SCENEUTIL_SHADOW_H
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#define COMPONENTS_SCENEUTIL_SHADOW_H
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#include <components/shader/shadermanager.hpp>
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namespace osg
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{
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class StateSet;
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class Group;
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}
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namespace osgShadow
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{
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class ShadowSettings;
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class ShadowedScene;
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}
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namespace Settings
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{
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struct ShadowsCategory;
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}
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namespace SceneUtil
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{
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class MWShadowTechnique;
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class ShadowManager
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{
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public:
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static Shader::ShaderManager::DefineMap getShadowsDisabledDefines();
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static const ShadowManager& instance();
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explicit ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode,
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unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, unsigned int worldMask,
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const Settings::ShadowsCategory& settings, Shader::ShaderManager& shaderManager);
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~ShadowManager();
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void setupShadowSettings(const Settings::ShadowsCategory& settings, Shader::ShaderManager& shaderManager);
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void disableShadowsForStateSet(osg::StateSet& stateset) const;
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Shader::ShaderManager::DefineMap getShadowDefines(const Settings::ShadowsCategory& settings) const;
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void enableIndoorMode(const Settings::ShadowsCategory& settings);
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void enableOutdoorMode();
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protected:
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static ShadowManager* sInstance;
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bool mEnableShadows;
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osg::ref_ptr<osgShadow::ShadowedScene> mShadowedScene;
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osg::ref_ptr<osgShadow::ShadowSettings> mShadowSettings;
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osg::ref_ptr<MWShadowTechnique> mShadowTechnique;
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unsigned int mOutdoorShadowCastingMask;
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unsigned int mIndoorShadowCastingMask;
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};
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}
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#endif // COMPONENTS_SCENEUTIL_SHADOW_H
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