X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.h;h=502480122fc68354e45c85adec5b8a3d22c328de;hp=81563a72887acec2fc848d4c954776f51fa98165;hb=083a8227715fa32c841fc2b8126e4ab8d2840ba0;hpb=91d87a3ecae2b21a87829442d82e65f071009e92 diff --git a/source/effects/shadowmap.h b/source/effects/shadowmap.h index 81563a72..50248012 100644 --- a/source/effects/shadowmap.h +++ b/source/effects/shadowmap.h @@ -2,18 +2,19 @@ #define MSP_GL_SHADOWMAP_H_ #include "camera.h" -#include "depthtest.h" #include "effect.h" #include "framebuffer.h" #include "programdata.h" +#include "rect.h" #include "texture2d.h" #include "vector.h" namespace Msp { namespace GL { +class DirectionalLight; class Light; -class Resources; +class PointLight; /** Creates shadows on a renderable through a shadow map texture. In the setup @@ -23,25 +24,107 @@ texture coordinate generation to determine whether each fragment is lit. */ class ShadowMap: public Effect { +public: + struct Template: Effect::Template + { + class Loader: public DataFile::DerivedObjectLoader + { + private: + static ActionMap shared_actions; + + public: + Loader(Template &, Collection &); + private: + virtual void init_actions(); + + void light(const std::string &); + void size_square(unsigned); + void target(float, float, float); + }; + + struct ShadowedLight + { + class Loader: public DataFile::ObjectLoader + { + private: + static ActionMap shared_actions; + + public: + Loader(ShadowedLight &); + private: + virtual void init_actions(); + }; + + const Light *light = 0; + unsigned size; + std::string shadow_caster_name; + }; + + unsigned width = 2048; + unsigned height = 2048; + const Lighting *lighting = 0; + std::vector lights; + Vector3 target; + float radius = 1.0f; + float depth_bias = 4.0f; + float darkness = 1.0f; + + virtual ShadowMap *create(const std::map &) const; + }; + private: - unsigned size; - const Light &light; - Renderable &shadow_caster; + enum ShadowType + { + NONE, + DIRECTIONAL, + TETRAHEDRON + }; + + struct ShadowedLight + { + const Light *light; + unsigned index; + Rect region; + 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; - Camera shadow_camera; - Matrix shadow_matrix; Texture2D depth_buf; - DepthTest depth_test; const Sampler &sampler; Vector3 target; - float radius; - float depth_bias; + float radius = 1.0f; + float depth_bias = 4.0f; + float darkness = 1.0f; ProgramData shdata; - bool rendered; + bool rendered = false; + std::string debug_name; + ShadowMap(unsigned, unsigned, Renderable &, const Lighting *); public: - ShadowMap(unsigned, Renderable &, const Light &, Renderable &); + ShadowMap(unsigned, Renderable &, const DirectionalLight &, Renderable &); + 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. */ @@ -59,7 +142,6 @@ public: void set_depth_bias(float); const Texture2D &get_depth_texture() const { return depth_buf; } - const Matrix &get_shadow_matrix() const { return shadow_matrix; } virtual void setup_frame(Renderer &); virtual void finish_frame();