Check available texture units in shadow mapping settings
parent
4faeffa77d
commit
b20d589c87
|
@ -2908,9 +2908,14 @@ int CEngine::GetTextureAnisotropyLevel()
|
|||
return m_textureAnisotropy;
|
||||
}
|
||||
|
||||
bool CEngine::IsShadowMappingSupported()
|
||||
{
|
||||
return m_device->IsShadowMappingSupported() && m_device->GetMaxTextureStageCount() >= 3;
|
||||
}
|
||||
|
||||
void CEngine::SetShadowMapping(bool value)
|
||||
{
|
||||
if(!m_device->IsShadowMappingSupported()) value = false;
|
||||
if(!IsShadowMappingSupported()) value = false;
|
||||
if(value == m_shadowMapping) return;
|
||||
m_shadowMapping = value;
|
||||
if(!value)
|
||||
|
@ -2962,8 +2967,14 @@ int CEngine::GetShadowMappingOffscreenResolution()
|
|||
return m_offscreenShadowRenderingResolution;
|
||||
}
|
||||
|
||||
bool CEngine::IsShadowMappingQualitySupported()
|
||||
{
|
||||
return IsShadowMappingSupported() && m_device->GetMaxTextureStageCount() >= 6;
|
||||
}
|
||||
|
||||
void CEngine::SetShadowMappingQuality(bool value)
|
||||
{
|
||||
if(!IsShadowMappingQualitySupported()) value = false;
|
||||
m_qualityShadows = value;
|
||||
}
|
||||
|
||||
|
@ -3445,14 +3456,6 @@ void CEngine::RenderShadowMap()
|
|||
|
||||
if (!m_shadowMapping) return;
|
||||
|
||||
if (m_device->GetMaxTextureStageCount() < 3)
|
||||
{
|
||||
m_shadowMapping = false;
|
||||
GetLogger()->Error("Cannot use shadow maps, not enough texture units\n");
|
||||
GetLogger()->Error("Disabling shadow mapping\n");
|
||||
return;
|
||||
}
|
||||
|
||||
m_app->StartPerformanceCounter(PCNT_RENDER_SHADOW_MAP);
|
||||
|
||||
// If no shadow map texture exists, create it
|
||||
|
@ -3636,14 +3639,6 @@ void CEngine::UseShadowMapping(bool enable)
|
|||
m_device->SetShadowColor(m_shadowColor);
|
||||
|
||||
if (m_qualityShadows)
|
||||
{
|
||||
if (m_device->GetMaxTextureStageCount() < 6)
|
||||
{
|
||||
m_qualityShadows = false;
|
||||
GetLogger()->Error("Cannot use quality shadow maps, not enough texture units\n");
|
||||
GetLogger()->Error("Attempting to use lower quality shadow maps\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Texture Unit 2
|
||||
m_device->SetTextureEnabled(2, true);
|
||||
|
@ -3725,7 +3720,6 @@ void CEngine::UseShadowMapping(bool enable)
|
|||
|
||||
m_device->SetTextureStageParams(5, params);
|
||||
}
|
||||
}
|
||||
else // Simpler shadows
|
||||
{
|
||||
// Texture Unit 2
|
||||
|
|
|
@ -1087,12 +1087,14 @@ public:
|
|||
|
||||
//@{
|
||||
//! Management of shadow mapping
|
||||
bool IsShadowMappingSupported();
|
||||
void SetShadowMapping(bool value);
|
||||
bool GetShadowMapping();
|
||||
void SetShadowMappingOffscreen(bool value);
|
||||
bool GetShadowMappingOffscreen();
|
||||
void SetShadowMappingOffscreenResolution(int resolution);
|
||||
int GetShadowMappingOffscreenResolution();
|
||||
bool IsShadowMappingQualitySupported();
|
||||
void SetShadowMappingQuality(bool value);
|
||||
bool GetShadowMappingQuality();
|
||||
//@}
|
||||
|
|
|
@ -253,7 +253,7 @@ void CScreenSetupGraphics::CreateInterface()
|
|||
shadowOptions[0] = "Screen buffer"; // TODO: Is this the proper name for this?
|
||||
}
|
||||
pes->SetPossibleValues(shadowOptions);
|
||||
if (!m_engine->GetDevice()->IsShadowMappingSupported())
|
||||
if (!m_engine->IsShadowMappingSupported())
|
||||
{
|
||||
pes->ClearState(STATE_ENABLE);
|
||||
}
|
||||
|
@ -270,6 +270,10 @@ void CScreenSetupGraphics::CreateInterface()
|
|||
ddim.y = dim.y*0.5f;
|
||||
pc = pw->CreateCheck(pos, ddim, -1, EVENT_INTERFACE_SHADOW_MAPPING_QUALITY);
|
||||
pc->SetState(STATE_SHADOW);
|
||||
if (!m_engine->IsShadowMappingQualitySupported())
|
||||
{
|
||||
pes->ClearState(STATE_ENABLE);
|
||||
}
|
||||
|
||||
ddim.x = dim.x*2;
|
||||
ddim.y = dim.y*1;
|
||||
|
|
Loading…
Reference in New Issue