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#pragma once
#include "config/types.h"
#include "gfx/frustum.h"
#include "gfx/gl/shadowStenciller.h"
#include "lib/glArrays.h"
#include "program.h"
#include <array>
#include <gfx/models/texture.h>
#include <glm/vec2.hpp>
#include <span>
class SceneProvider;
class Camera;
class LightDirection;
class ShadowMapper {
public:
explicit ShadowMapper(const TextureAbsCoord & size);
static constexpr std::size_t SHADOW_BANDS {4};
using Definitions = std::array<glm::mat4, SHADOW_BANDS>;
using Sizes = std::array<RelativePosition3D, SHADOW_BANDS>;
const Frustum & preFrame(const LightDirection & direction, const Camera &);
[[nodiscard]] std::span<const glm::mat4> update(
const SceneProvider &, const LightDirection & direction, const Camera &) const;
class ShadowProgram : public Program {
public:
explicit ShadowProgram(const Shader & vs);
explicit ShadowProgram(const Shader & vs, const Shader & gs, const Shader & fs);
void setView(const std::span<const glm::mat4x4>, const std::span<const RelativePosition3D>,
const GlobalPosition3D) const;
void use() const;
private:
RequiredUniformLocation viewProjectionLoc {*this, "viewProjection"};
RequiredUniformLocation viewProjectionsLoc {*this, "viewProjections"};
UniformLocation sizesLoc {*this, "sizes"};
RequiredUniformLocation viewPointLoc {*this, "viewPoint"};
};
class DynamicPoint : public ShadowProgram {
public:
DynamicPoint();
void use(const Location &) const;
void setModel(const Location &) const;
private:
RequiredUniformLocation modelLoc {*this, "model"};
RequiredUniformLocation modelPosLoc {*this, "modelPos"};
};
class StencilShadowProgram : public ShadowProgram {
public:
StencilShadowProgram();
void use(const RelativePosition3D & centre, const float size) const;
private:
RequiredUniformLocation centreLoc {*this, "centre"};
RequiredUniformLocation sizeLoc {*this, "size"};
};
ShadowProgram landmess, dynamicPointInst, dynamicPointInstWithTextures;
DynamicPoint dynamicPoint;
StencilShadowProgram stencilShadowProgram;
void
bind(GLenum unit) const
{
depthMap.bind(GL_TEXTURE_2D_ARRAY, unit);
}
private:
using BandViewExtents = std::array<std::array<RelativePosition3D, 4>, SHADOW_BANDS + 1>;
[[nodiscard]] static size_t getBandViewExtents(BandViewExtents &, const Camera &, const glm::mat4 & lightView);
glFrameBuffer depthMapFBO;
glTexture depthMap;
TextureAbsCoord size;
BandViewExtents bandViewExtents;
Definitions definitions;
Sizes sizes;
Frustum frustum;
mutable ShadowStenciller shadowStenciller;
};
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