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/*
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* Copyright (C) 2023 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_CASCADED_SHADOW_MAP_PASS_HPP
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#define ANTKEEPER_RENDER_CASCADED_SHADOW_MAP_PASS_HPP
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#include <engine/render/pass.hpp>
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#include <engine/math/vector.hpp>
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#include <engine/scene/directional-light.hpp>
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#include <engine/gl/shader-program.hpp>
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#include <engine/gl/shader-variable.hpp>
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#include <memory>
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#include <string>
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#include <unordered_map>
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class resource_manager;
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namespace render {
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/**
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* Renders cascaded shadow maps for directional lights.
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*/
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class cascaded_shadow_map_pass: public pass
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{
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public:
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/**
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* Constructs a shadow map pass.
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*
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* @param rasterizer Rasterizer.
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* @param framebuffer Shadow map framebuffer.
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* @param resource_manage Resource manager.
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*/
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cascaded_shadow_map_pass(gl::rasterizer* rasterizer, resource_manager* resource_manager);
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/**
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* Renders shadow maps for a single camera.
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*
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* @param ctx Render context.
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* @param queue Render queue.
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*/
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void render(render::context& ctx) override;
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/**
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* Sets the maximum bone count for shadow-casting skeletal meshes.
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*
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* @param bone_count Max bone count.
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*
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* @warning Triggers rebuilding of skeletal mesh shader.
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*/
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void set_max_bone_count(std::size_t bone_count);
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/// Returns the maximum bone count for shadow-casting skeletal meshes.
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[[nodiscard]] inline constexpr std::size_t get_max_bone_count() const noexcept
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{
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return m_max_bone_count;
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}
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private:
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/**
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* Renders an atlas of cascaded shadow maps for a single directional light.
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*
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* @param light Shadow-casting directional light.
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* @param ctx Render context.
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*/
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void render_atlas(scene::directional_light& light, render::context& ctx);
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/// Rebuilds the shader program for static meshes.
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void rebuild_static_mesh_shader_program();
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/// Rebuilds the shader program for skeletal meshes.
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void rebuild_skeletal_mesh_shader_program();
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std::size_t m_max_bone_count{64};
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std::unordered_map<std::string, std::string> m_shader_template_definitions;
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std::shared_ptr<gl::shader_template> m_static_mesh_shader_template;
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std::unique_ptr<gl::shader_program> m_static_mesh_shader_program;
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const gl::shader_variable* m_static_mesh_model_view_projection_var;
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std::shared_ptr<gl::shader_template> m_skeletal_mesh_shader_template;
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std::unique_ptr<gl::shader_program> m_skeletal_mesh_shader_program;
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const gl::shader_variable* m_skeletal_mesh_model_view_projection_var;
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const gl::shader_variable* m_skeletal_mesh_matrix_palette_var;
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};
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} // namespace render
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#endif // ANTKEEPER_RENDER_CASCADED_SHADOW_MAP_PASS_HPP
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