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#pragma once
#include "lib/glArrays.h"
#include "program.h"
#include <glm/vec2.hpp>
class SceneProvider;
class Camera;
#include <gfx/models/texture.h>
class ShadowMapper {
public:
explicit ShadowMapper(const glm::ivec2 & size);
static constexpr std::size_t SHADOW_BANDS {4};
struct Definitions {
std::array<glm::mat4x4, SHADOW_BANDS> projections;
std::array<glm::vec4, SHADOW_BANDS> regions;
size_t maps {};
};
Definitions update(const SceneProvider &, const glm::vec3 & direction, const Camera &) 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;
};
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