X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.h;h=0acb1b64657bc2cc0c5d0837717883fb0bd1b77f;hb=57588abbefc8f0162332ac2310c69b62a14b2404;hp=6c4e1e501713d84aa393652b8eefb32912a3a0ec;hpb=cdedbb34eff07f188c536167592958e315d53a9b;p=libs%2Fgl.git diff --git a/source/effects/shadowmap.h b/source/effects/shadowmap.h index 6c4e1e50..0acb1b64 100644 --- a/source/effects/shadowmap.h +++ b/source/effects/shadowmap.h @@ -14,6 +14,7 @@ namespace GL { class DirectionalLight; class Light; +class PointLight; /** Creates shadows on a renderable through a shadow map texture. In the setup @@ -24,19 +25,36 @@ texture coordinate generation to determine whether each fragment is lit. class ShadowMap: public Effect { private: + enum ShadowType + { + NONE, + DIRECTIONAL, + TETRAHEDRON + }; + struct ShadowedLight { const Light *light; unsigned index; Rect region; - Camera shadow_camera; + ShadowType type; + unsigned view_index; Renderable *shadow_caster; }; + struct ShadowView + { + unsigned light_index; + unsigned face; + Camera camera; + Matrix face_matrix; + }; + unsigned width; unsigned height; const Lighting *lighting; std::vector lights; + std::vector views; Framebuffer fbo; Texture2D depth_buf; const Sampler &sampler; @@ -54,7 +72,11 @@ public: ShadowMap(unsigned, unsigned, Renderable &, const Lighting &); void add_light(const DirectionalLight &, unsigned, Renderable &); + void add_light(const PointLight &, unsigned, Renderable &); +private: + void add_light(const Light &, unsigned, ShadowType, Renderable &); +public: /** Sets the ShadowMap target point and radius. The transformation matrix is computed so that a sphere with the specified parameters will be completely covered by the ShadowMap. */