💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2017-2019 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 SHADOW_MAP_RENDER_PASS_HPP
#define SHADOW_MAP_RENDER_PASS_HPP
#include <emergent/emergent.hpp>
using namespace Emergent;
class ResourceManager;
/**
* Renders the distance from the view frustum's near clipping plane to scene geometry. The render target should have a depth only framebuffer.
*/
class ShadowMapRenderPass: public RenderPass
{
public:
ShadowMapRenderPass(ResourceManager* resourceManager);
virtual bool load(const RenderContext* renderContext);
virtual void unload();
virtual void render(RenderContext* renderContext);
inline void setViewCamera(const Camera* camera) { this->viewCamera = camera; }
inline void setLightCamera(Camera* camera) { this->lightCamera = camera; }
inline const Camera* getLightCamera() const { return lightCamera; }
inline const SplitViewFrustum& getSplitViewFrustum() const { return *splitViewFrustum; }
inline const Matrix4& getCropMatrix(std::size_t index) const { return cropMatrices[index]; }
inline const Matrix4& getTileMatrix(std::size_t index) const { return tileMatrices[index]; }
private:
class RenderOpCompare
{
public:
// Sort render opations
bool operator()(const RenderOperation& opA, const RenderOperation& opB) const;
};
ResourceManager* resourceManager;
Shader* shader;
std::uint32_t unskinnedPermutation;
std::uint32_t skinnedPermutation;
ShaderMatrix4 modelViewProjectionParam;
ShaderMatrix4* matrixPaletteParam; // data not used, just getConnectedInput() then pass pose matrix palette pointer directly
int maxBoneCount;
int shadowMapResolution;
int croppedShadowMapResolution;
Vector4* croppedShadowMapViewports;
Matrix4* cropMatrices;
Matrix4* tileMatrices;
const Camera* viewCamera;
Camera* lightCamera;
SplitViewFrustum* splitViewFrustum;
};
#endif // SHADOW_MAP_RENDER_PASS_HPP