mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-30 21:26:39 +00:00 
			
		
		
		
	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.
		
			
				
	
	
		
			62 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			62 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
 |