💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

92 lines
3.3 KiB

/*
* 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_RENDER_SHADOW_MAP_PASS_HPP
#define ANTKEEPER_RENDER_SHADOW_MAP_PASS_HPP
#include "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;
namespace render {
/**
*
*/
class shadow_map_pass: public 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;
}
} // namespace render
#endif // ANTKEEPER_RENDER_SHADOW_MAP_PASS_HPP