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#pragma once
#include "config/types.h"
#include "lib/glArrays.h"
#include "program.h"
#include <gfx/models/texture.h>
#include <glm/vec2.hpp>
#include <vector>
class SceneProvider;
class Camera;
class ShadowMapper {
public:
explicit ShadowMapper(const TextureAbsCoord & size);
static constexpr std::size_t SHADOW_BANDS {4};
struct Definitions {
std::array<glm::mat4x4, SHADOW_BANDS> projections {};
std::array<TextureRelRegion, SHADOW_BANDS> regions {};
size_t maps {};
};
[[nodiscard]] Definitions update(const SceneProvider &, const Direction3D & direction, const Camera &) const;
class FixedPoint : public Program {
public:
FixedPoint(const Shader & vs);
void setViewProjection(const GlobalPosition3D, const glm::mat4 &) const;
void use() const;
private:
RequiredUniformLocation viewProjectionLoc, viewPointLoc;
};
class DynamicPoint : public Program {
public:
DynamicPoint();
void setViewProjection(const GlobalPosition3D, const glm::mat4 &) const;
void use(const Location &) const;
void setModel(const Location &) const;
private:
RequiredUniformLocation viewProjectionLoc, viewPointLoc;
RequiredUniformLocation modelLoc;
RequiredUniformLocation modelPosLoc;
};
FixedPoint fixedPoint, dynamicPointInst;
DynamicPoint dynamicPoint;
// NOLINTNEXTLINE(hicpp-explicit-conversions)
operator GLuint() const
{
return depthMap;
}
private:
[[nodiscard]] static std::vector<std::array<RelativePosition3D, 4>> getBandViewExtents(
const Camera &, const glm::mat4 & lightView);
glFrameBuffer depthMapFBO;
glTexture depthMap;
TextureAbsCoord size;
};
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