Files
axyz/include/Engine/Rendering/ShadowPass.h
T
2016-03-14 05:56:09 +01:00

88 lines
2.5 KiB
C++

#ifndef ShadowPass_h__
#define ShadowPass_h__
#include "IRenderer.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "../Core/EventBroker.h"
#include "../Core/World.h"
#include "ShadowPassState.h"
#include "imgui/imgui.h"
#define MAX_SPLITS 4
enum NearFar { NEAR = 0, FAR = 1 };
enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
struct ShadowFrustum
{
float NearClip;
float FarClip;
float FOV;
float AspectRatio;
glm::vec3 MiddlePoint;
float Radius;
std::array<float, 4> LRBT;
std::array<glm::vec3, 8> CornerPoint;
};
class ShadowPass
{
public:
ShadowPass(IRenderer* renderer);
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
~ShadowPass();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void ClearBuffer();
void Draw(RenderScene& scene);
void DebugGUI();
GLuint DepthMap() const { return m_DepthMap; }
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
private:
void InitializeCameras(RenderScene & scene);
void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
float FindRadius(ShadowFrustum& frustum);
void RadiusToLightspace(ShadowFrustum& frustum);
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgramSkinned;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
GLfloat m_NearFarPlane[2] = { -128.f, 128.f };
GLuint m_ResolutionSizeWidth = 1024 * 2;
GLuint m_ResolutionSizeHeight = 1024 * 2;
bool m_TransparentObjects = false;
bool m_TexturedShadows = false;
bool m_EnableShadows = true;
int m_CurrentNrOfSplits = 4;
float m_SplitWeight = 0.962f;
std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
};
#endif