#pragma once #include "lib/glArrays.h" #include "program.h" #include class SceneProvider; class Camera; #include class ShadowMapper { public: explicit ShadowMapper(const glm::ivec2 & size); static constexpr std::size_t SHADOW_BANDS {4}; struct Definitions { std::array projections {}; std::array regions {}; size_t maps {}; }; [[nodiscard]] Definitions update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const; class FixedPoint : public Program { public: FixedPoint(const Shader & vs); 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; void setModel(const Location &) const; private: RequiredUniformLocation viewProjectionLoc; RequiredUniformLocation modelLoc; }; FixedPoint fixedPoint, dynamicPointInst; DynamicPoint dynamicPoint; // NOLINTNEXTLINE(hicpp-explicit-conversions) operator GLuint() const { return depthMap; } private: [[nodiscard]] static std::vector> getBandViewExtents( const Camera &, const glm::mat4 & lightView); glFrameBuffer depthMapFBO; glTexture depthMap; glm::ivec2 size; };