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#pragma once
#include "camera.h"
#include "glArrays.h"
#include "program.h"
#include "sceneProvider.h"
#include "sceneShader.h"
#include "shadowMapper.h"
#include <glm/fwd.hpp>
class SceneRenderer {
public:
explicit SceneRenderer(ScreenAbsCoord size, GLuint output);
void render(const SceneProvider &) const;
void setAmbientLight(const RGB & colour) const;
void setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider &) const;
Camera camera;
protected:
void renderQuad() const;
ScreenAbsCoord size;
GLuint output;
glFrameBuffer gBuffer, gBufferIll;
glTexture gPosition, gNormal, gAlbedoSpec, gIllumination;
glRenderBuffer depth;
class DeferredLightProgram : public Program {
public:
using Program::Program;
using Program::use;
};
class DirectionalLightProgram : public Program {
public:
DirectionalLightProgram();
using Program::use;
void setDirectionalLight(
const RGB &, const Direction3D &, const GlobalPosition3D &, const std::span<const glm::mat4x4>) const;
private:
RequiredUniformLocation directionLoc {*this, "lightDirection"};
RequiredUniformLocation colourLoc {*this, "lightColour"};
RequiredUniformLocation lightPointLoc {*this, "lightPoint"};
RequiredUniformLocation lightViewProjectionLoc {*this, "lightViewProjection"};
RequiredUniformLocation lightViewProjectionCountLoc {*this, "lightViewProjectionCount"};
};
DeferredLightProgram lighting;
DirectionalLightProgram dirLight;
glVertexArray displayVAO;
glBuffer displayVBO;
SceneShader shader;
ShadowMapper shadowMapper;
};
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