X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.h;h=611f56f51040a2204055e29f37d0e67a68d48b7c;hp=5f6c5c15e3822cf80df88b3d3b2ae9378ebc5e12;hb=38712d8ecc57d043a2419ffbaeeb57f7a6586f14;hpb=70d9d2d28e5fe723c6b46894276e4c935f578e2d diff --git a/source/effects/shadowmap.h b/source/effects/shadowmap.h index 5f6c5c15..611f56f5 100644 --- a/source/effects/shadowmap.h +++ b/source/effects/shadowmap.h @@ -1,17 +1,19 @@ #ifndef MSP_GL_SHADOWMAP_H_ #define MSP_GL_SHADOWMAP_H_ +#include "camera.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; /** Creates shadows on a renderable through a shadow map texture. In the setup @@ -22,20 +24,36 @@ texture coordinate generation to determine whether each fragment is lit. class ShadowMap: public Effect { private: - unsigned size; - const Light &light; + struct ShadowedLight + { + const Light *light; + unsigned index; + Rect region; + Camera shadow_camera; + }; + + unsigned width; + unsigned height; + const Lighting *lighting; + std::vector lights; + Renderable &shadow_caster; Framebuffer fbo; - Matrix shadow_matrix; Texture2D depth_buf; const Sampler &sampler; Vector3 target; - float radius; - float depth_bias; - mutable ProgramData shdata; - bool rendered; + float radius = 1.0f; + float depth_bias = 4.0f; + float darkness = 1.0f; + ProgramData shdata; + bool rendered = false; + std::string debug_name; + ShadowMap(unsigned, unsigned, Renderable &, const Lighting *, Renderable &); public: - ShadowMap(Resources &, unsigned, Renderable &, const Light &); + ShadowMap(unsigned, Renderable &, const DirectionalLight &, Renderable &); + ShadowMap(unsigned, unsigned, Renderable &, const Lighting &, Renderable &); + + void add_light(const DirectionalLight &, unsigned); /** Sets the ShadowMap target point and radius. The transformation matrix is computed so that a sphere with the specified parameters will be completely @@ -54,12 +72,13 @@ 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(); - virtual void render(Renderer &, const Tag & = Tag()) const; + virtual void render(Renderer &, Tag = Tag()) const; + + virtual void set_debug_name(const std::string &); }; } // namespace GL