💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 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_RENDER_SHADOW_MAP_PASS_HPP
#define ANTKEEPER_RENDER_SHADOW_MAP_PASS_HPP
#include <engine/render/pass.hpp>
#include <engine/math/vector.hpp>
#include <engine/scene/directional-light.hpp>
#include <engine/gl/shader-program.hpp>
#include <engine/gl/shader-variable.hpp>
#include <memory>
class resource_manager;
namespace render {
/**
* Renders shadow maps.
*/
class shadow_map_pass: public pass
{
public:
/**
* Constructs a shadow map pass.
*
* @param rasterizer Rasterizer.
* @param framebuffer Shadow map framebuffer.
* @param resource_manage Resource manager.
*/
shadow_map_pass(gl::rasterizer* rasterizer, resource_manager* resource_manager);
/**
* Renders shadow maps for a single camera.
*
* @param ctx Render context.
* @param queue Render queue.
*/
void render(render::context& ctx) override;
private:
/**
* Renders cascaded shadow maps for a single directional light.
*
* @param light Shadow-casting directional light.
* @param ctx Render context.
* @param queue Render queue.
*/
void render_csm(scene::directional_light& light, render::context& ctx);
std::unique_ptr<gl::shader_program> unskinned_shader_program;
const gl::shader_variable* unskinned_model_view_projection_var;
std::unique_ptr<gl::shader_program> skinned_shader_program;
const gl::shader_variable* skinned_model_view_projection_var;
const gl::shader_variable* skinned_matrix_palette_var;
};
} // namespace render
#endif // ANTKEEPER_RENDER_SHADOW_MAP_PASS_HPP