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#ifndef UNITYSCENE_SETTINGS_H
#define UNITYSCENE_SETTINGS_H
#include "Runtime/BaseClasses/GameManager.h"
#include "Runtime/Utilities/dynamic_array.h"
#include "UmbraTomeData.h"
class Renderer;
class OcclusionPortal;
const float defaultSmallestOccluderValue = 5.0F;;
const float defaultSmallestHoleValue = 0.25F;
const float defaultBackfaceThresholdValue = 100.0F;
struct OcclusionBakeSettings
{
float smallestOccluder;
float smallestHole;
float backfaceThreshold;
OcclusionBakeSettings()
{
smallestOccluder = defaultSmallestOccluderValue;
smallestHole = defaultSmallestHoleValue;
backfaceThreshold = defaultBackfaceThresholdValue;
}
void SetDefaultOcclusionBakeSettings()
{
smallestOccluder = defaultSmallestOccluderValue;
smallestHole = defaultSmallestHoleValue;
backfaceThreshold = defaultBackfaceThresholdValue;
}
friend bool operator == (const OcclusionBakeSettings& lhs, const OcclusionBakeSettings& rhs)
{
return memcmp(&lhs, &rhs, sizeof(lhs)) == 0;
}
DECLARE_SERIALIZE(OcclusionBakeSettings);
};
class SceneSettings : public LevelGameManager
{
public:
REGISTER_DERIVED_CLASS (SceneSettings, LevelGameManager)
DECLARE_OBJECT_SERIALIZE (SceneSettings)
SceneSettings (MemLabelId label, ObjectCreationMode mode);
// ~SceneSettings (); declared-by-macro
virtual void AwakeFromLoad(AwakeFromLoadMode mode);
static void InitializeClass ();
static void CleanupClass ();
void SetUmbraTome (const dynamic_array<PPtr<Renderer> >& pvsObjectsArray, const dynamic_array<PPtr<OcclusionPortal> >& portalArray, const UInt8* visibilitybuffer, int size);
#if UNITY_EDITOR
const OcclusionBakeSettings& GetOcclusionBakeSettings () const { return m_OcclusionBakeSettings; }
void SetDefaultOcclusionBakeSettings () { SetDirty(); m_OcclusionBakeSettings.SetDefaultOcclusionBakeSettings(); }
OcclusionBakeSettings& GetOcclusionBakeSettingsSetDirty () { SetDirty(); return m_OcclusionBakeSettings; }
#endif
const dynamic_array<PPtr<Renderer> >& GetPVSObjectArray () { return m_PVSObjectsArray; }
const dynamic_array<PPtr<OcclusionPortal> >& GetPortalsArray () { return m_PVSPortalsArray; }
const UmbraTomeData& GetUmbraTome () { return m_UmbraTome; }
int GetUmbraTotalDataSize () const;
int GetPortalDataSize () const;
void InvalidatePVSOnScene ();
private:
void Cleanup ();
UmbraTomeData m_UmbraTome;
dynamic_array<PPtr<Renderer> > m_PVSObjectsArray;
dynamic_array<PPtr<OcclusionPortal> > m_PVSPortalsArray;
#if UNITY_EDITOR
OcclusionBakeSettings m_OcclusionBakeSettings;
#endif
};
SceneSettings& GetSceneSettings ();
#endif
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