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/*
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* Copyright (C) 2017-2019 Christopher J. Howard
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*
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* This file is part of Antkeeper Source Code.
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*
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* Antkeeper Source Code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper Source Code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SHADOW_MAP_RENDER_PASS_HPP
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#define SHADOW_MAP_RENDER_PASS_HPP
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#include <emergent/emergent.hpp>
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using namespace Emergent;
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class ResourceManager;
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/**
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* Renders the distance from the view frustum's near clipping plane to scene geometry. The render target should have a depth only framebuffer.
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*/
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class ShadowMapRenderPass: public RenderPass
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{
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public:
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ShadowMapRenderPass(ResourceManager* resourceManager);
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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inline void setViewCamera(const Camera* camera) { this->viewCamera = camera; }
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inline void setLightCamera(Camera* camera) { this->lightCamera = camera; }
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inline const Camera* getLightCamera() const { return lightCamera; }
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inline const SplitViewFrustum& getSplitViewFrustum() const { return *splitViewFrustum; }
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inline const Matrix4& getCropMatrix(std::size_t index) const { return cropMatrices[index]; }
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inline const Matrix4& getTileMatrix(std::size_t index) const { return tileMatrices[index]; }
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private:
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class RenderOpCompare
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{
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public:
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// Sort render opations
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bool operator()(const RenderOperation& opA, const RenderOperation& opB) const;
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};
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ResourceManager* resourceManager;
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Shader* shader;
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std::uint32_t unskinnedPermutation;
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std::uint32_t skinnedPermutation;
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ShaderMatrix4 modelViewProjectionParam;
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ShaderMatrix4* matrixPaletteParam; // data not used, just getConnectedInput() then pass pose matrix palette pointer directly
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int maxBoneCount;
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int shadowMapResolution;
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int croppedShadowMapResolution;
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Vector4* croppedShadowMapViewports;
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Matrix4* cropMatrices;
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Matrix4* tileMatrices;
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const Camera* viewCamera;
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Camera* lightCamera;
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SplitViewFrustum* splitViewFrustum;
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};
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#endif // SHADOW_MAP_RENDER_PASS_HPP
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