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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
commitaa75b018f3b97c72b57de68867417cbda51439c3 (patch)
tree446efaad2727ae6bff6433e8bfbf590e99d5e310 /gfx/gl/shadowMapper.h
parentAdd GL_DEBUG_OUTPUT with boost test error handling to test-render context (diff)
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Initial commit of the shadow map generator and shadows render interface
Lots of hard coding, buggy in places, far from great, but the basics work.
Diffstat (limited to 'gfx/gl/shadowMapper.h')
-rw-r--r--gfx/gl/shadowMapper.h46
1 files changed, 46 insertions, 0 deletions
diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h
new file mode 100644
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+++ b/gfx/gl/shadowMapper.h
@@ -0,0 +1,46 @@
+#pragma once
+
+#include "lib/glArrays.h"
+#include "program.h"
+#include <glm/vec2.hpp>
+
+class SceneProvider;
+
+class ShadowMapper {
+public:
+ ShadowMapper(const glm::ivec2 & size = {1024, 1024});
+
+ glm::mat4x4 update(const SceneProvider &, const glm::vec3 & direction) const;
+
+ class FixedPoint : public Program {
+ public:
+ FixedPoint();
+ void setViewProjection(const glm::mat4 &) const;
+ void use() const;
+
+ private:
+ RequiredUniformLocation viewProjectionLoc;
+ };
+ class DynamicPoint : public Program {
+ public:
+ DynamicPoint();
+ void setViewProjection(const glm::mat4 &) const;
+ void use(const Location &) const;
+
+ private:
+ RequiredUniformLocation viewProjectionLoc;
+ RequiredUniformLocation modelLoc;
+ };
+ FixedPoint fixedPoint;
+ DynamicPoint dynamicPoint;
+
+ operator GLuint() const
+ {
+ return depthMap;
+ }
+
+private:
+ glFrameBuffer depthMapFBO;
+ glTexture depthMap;
+ glm::ivec2 size;
+};