|
|
- /*
- * Copyright (C) 2021 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef ANTKEEPER_SHADOW_MAP_PASS_HPP
- #define ANTKEEPER_SHADOW_MAP_PASS_HPP
-
- #include "renderer/render-pass.hpp"
- #include "utility/fundamental-types.hpp"
- #include "scene/directional-light.hpp"
- #include "gl/shader-program.hpp"
- #include "gl/shader-input.hpp"
-
- class resource_manager;
-
- /**
- *
- */
- class shadow_map_pass: public render_pass
- {
- public:
- shadow_map_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
- virtual ~shadow_map_pass();
- virtual void render(const render::context& ctx, render::queue& queue) const final;
-
- /**
- * Sets the linear interpolation weight between uniform and logarithmic frustum-splitting schemes.
- *
- * @param weight Linear interpolation weight between uniform and logarithmic frustum-splitting schemes. A value of `0.0` indicates a uniform split scheme, while `1.0` indicates a logarithmic split scheme.
- */
- void set_split_scheme_weight(float weight);
-
- void set_light(const scene::directional_light* light);
-
- const float4x4* get_shadow_matrices() const;
- const float* get_split_distances() const;
-
- private:
- /**
- * Calculates the distances along the depth axis at which a view-frustum should be split, given a frustum-splitting scheme.
- *
- * @param[out] split_distances Array containing the distances to each split.
- * @param split_count Number of times the frustum should be split.
- * @param split_scheme Linear interpolation weight between uniform and logarithmic frustum-splitting schemes. A value of `0.0` indicates a uniform split scheme, while `1.0` indicates a logarithmic split scheme.
- * @param near Distance to the near clipping plane of the frustum to be split.
- * @param far Distance to the far clipping plane of the frustum to be split.
- */
- static void distribute_frustum_splits(float* split_distances, std::size_t split_count, float split_scheme, float near, float far);
-
- gl::shader_program* unskinned_shader_program;
- const gl::shader_input* unskinned_model_view_projection_input;
-
- gl::shader_program* skinned_shader_program;
- const gl::shader_input* skinned_model_view_projection_input;
-
- mutable float split_distances[5];
- mutable float4x4 shadow_matrices[4];
- float4x4 bias_tile_matrices[4];
- float split_scheme_weight;
- const scene::directional_light* light;
- };
-
- inline const float4x4* shadow_map_pass::get_shadow_matrices() const
- {
- return shadow_matrices;
- }
-
- inline const float* shadow_map_pass::get_split_distances() const
- {
- return split_distances;
- }
-
- #endif // ANTKEEPER_SHADOW_MAP_PASS_HPP
|