Files
axyz/include/Engine/Rendering/ShadowPass.h
T
FakeShemp bf376f54b6 WIP
I think this is now finding the different segments of the cascade
2016-02-18 20:48:39 +01:00

84 lines
2.4 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 5
//#include "ShadowPassState.h" // not created yet
enum NearFar { Near = 0, Far = 1 };
enum LRBT { Left = 0, Right = 1, Bottom = 2, Top = 3 };
struct ShadowCamera{
Camera* camera;
std::array<glm::vec3, 8> frustumCorners;
};
class ShadowPass
{
public:
ShadowPass(IRenderer* renderer);
~ShadowPass();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void ClearBuffer();
void Draw(RenderScene& scene);
GLuint DepthMap() const { return m_DepthMap[m_ShadowLevel]; }
glm::mat4 lightSpaceMatrix() const { return m_LightSpaceMatrix; }
glm::mat4 lightP() const { return m_LightProjection; }
glm::mat4 lightV() const { return m_LightView; }
void setResolution(GLuint width, GLuint height) { resolutionSizeWidth = width; resolutionSizeHeigth = height; }
private:
glm::mat4 CalculateFrustum(RenderScene & scene, std::shared_ptr<DirectionalLightJob> directionalLightJob, glm::mat4& p, glm::mat4& v, ShadowCamera shad_cam);
glm::vec3 LightDirectionToPoint(glm::vec4 direction);
std::array<glm::vec3, 8> UpdateFrustumPoints(Camera* cam, glm::vec3 center, glm::vec3 view_dir);
void UpdateSplitDist(std::array<ShadowCamera, MAX_SPLITS> shadow_cams, float far_distance, float near_distance);
void InitializeLightCameras();
glm::mat4 ApplyCropMatrix(ShadowCamera& shadow_cam, glm::mat4 m, glm::mat4 v);
glm::mat4 FindNewFrustum(ShadowCamera shadow_cam);
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
std::array<GLuint, MAX_SPLITS> m_DepthMap;
std::array<FrameBuffer, MAX_SPLITS> m_DepthBuffer;
ShaderProgram* m_ShadowProgram;
GLuint m_DepthFBO;
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
//GLfloat m_LRBT[4] = { -77.f, 75.f, -89.f, 89.f };
GLfloat m_LRBT[4] = { -10.f, 10.f, -10.f, 10.f };
glm::mat4 m_LightProjection;
glm::mat4 m_LightView;
glm::mat4 m_LightSpaceMatrix;
GLuint resolutionSizeWidth = 1024 * 2;
GLuint resolutionSizeHeigth = 1024 * 2;
bool m_ShadowOn = true;
int m_ShadowLevel = 0;
int m_CurrentNrOfSplits = 3;
float m_SplitWeight = 0.75f;
std::array<ShadowCamera, MAX_SPLITS> m_shadCams;
};
#endif