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/*
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* Copyright (C) 2021 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 ANTKEEPER_RENDER_SHADOW_MAP_PASS_HPP
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#define ANTKEEPER_RENDER_SHADOW_MAP_PASS_HPP
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#include "render/pass.hpp"
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#include "utility/fundamental-types.hpp"
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#include "scene/directional-light.hpp"
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#include "gl/shader-program.hpp"
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#include "gl/shader-input.hpp"
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class resource_manager;
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namespace render {
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/**
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*
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*/
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class shadow_map_pass: public pass
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{
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public:
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shadow_map_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
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virtual ~shadow_map_pass();
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virtual void render(const render::context& ctx, render::queue& queue) const final;
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/**
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* Sets the linear interpolation weight between uniform and logarithmic frustum-splitting schemes.
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*
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* @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.
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*/
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void set_split_scheme_weight(float weight);
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void set_light(const scene::directional_light* light);
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const float4x4* get_shadow_matrices() const;
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const float* get_split_distances() const;
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private:
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/**
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* Calculates the distances along the depth axis at which a view-frustum should be split, given a frustum-splitting scheme.
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*
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* @param[out] split_distances Array containing the distances to each split.
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* @param split_count Number of times the frustum should be split.
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* @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.
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* @param near Distance to the near clipping plane of the frustum to be split.
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* @param far Distance to the far clipping plane of the frustum to be split.
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*/
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static void distribute_frustum_splits(float* split_distances, std::size_t split_count, float split_scheme, float near, float far);
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gl::shader_program* unskinned_shader_program;
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const gl::shader_input* unskinned_model_view_projection_input;
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gl::shader_program* skinned_shader_program;
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const gl::shader_input* skinned_model_view_projection_input;
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mutable float split_distances[5];
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mutable float4x4 shadow_matrices[4];
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float4x4 bias_tile_matrices[4];
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float split_scheme_weight;
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const scene::directional_light* light;
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};
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inline const float4x4* shadow_map_pass::get_shadow_matrices() const
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{
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return shadow_matrices;
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}
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inline const float* shadow_map_pass::get_split_distances() const
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{
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return split_distances;
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}
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} // namespace render
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#endif // ANTKEEPER_RENDER_SHADOW_MAP_PASS_HPP
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