/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYENGINE_RENDERDLL_XRENDERD3D9_SHADOWTEXTUREGROUPMANAGER_H #define CRYINCLUDE_CRYENGINE_RENDERDLL_XRENDERD3D9_SHADOWTEXTUREGROUPMANAGER_H #pragma once #include // STL vector<> // to combine multiple shadowmaps into one texture (e.g. GSM levels or Cubemap sides) class CShadowTextureGroupManager { public: // Arguments // pLightOwner - must not be 0 // Returns // pointer to the texture pointer, don't store this pointer SDynTexture_Shadow** FindOrCreateShadowTextureGroup(const IRenderNode* pLightOwner) { std::vector::iterator it, end = m_GSMGroups.end(); for (it = m_GSMGroups.begin(); it != end; ++it) { SShadowTextureGroup& ref = *it; if (ref.m_pLightOwner == pLightOwner) { return &(ref.m_pTextureGroupItem); } } m_GSMGroups.push_back(SShadowTextureGroup(pLightOwner, 0)); return &(m_GSMGroups.back().m_pTextureGroupItem); } void RemoveTextureGroupEntry(const IRenderNode* pLightOwner) { std::vector::iterator it, end = m_GSMGroups.end(); for (it = m_GSMGroups.begin(); it != end; ++it) { SShadowTextureGroup& ref = *it; if (ref.m_pLightOwner == pLightOwner) { m_GSMGroups.erase(it); break; } } } // TODO: remove old entries !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! private: // ---------------------------------------------------------------------------------- struct SShadowTextureGroup { SShadowTextureGroup(const IRenderNode* pLightOwner, SDynTexture_Shadow* pTextureGroupItem) : m_pLightOwner(pLightOwner) , m_pTextureGroupItem(pTextureGroupItem) { } const IRenderNode* m_pLightOwner; // key SDynTexture_Shadow* m_pTextureGroupItem; // can be extended to combine 6 cubemap sides }; std::vector m_GSMGroups; // could be a map but vector is faster for small containers }; #endif // SHADOW_TEXTURE_GROUP_MANAGER_H