Files
axyz/include/Engine/Rendering/ShadowPass.h
T

85 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 4
#define MAP_SIZE 216.f
enum NearFar { Near = 0, Far = 1 };
enum LRBT { Left = 0, Right = 1, Bottom = 2, Top = 3 };
struct Frustum
{
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();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void ClearBuffer();
void Draw(RenderScene& scene);
//GLuint DepthMap(int level) const { return m_DepthMap[level]; }
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 { return { m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; }
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
private:
void UpdateFrustumPoints(Frustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir, glm::mat4 p, glm::mat4 v);
void UpdateSplitDist(std::array<Frustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
void InitializeCameras(RenderScene & scene);
float FindRadius(Frustum& frustum);
void PointsToLightspace(Frustum& frustum, glm::mat4 v);
void RadiusToLightspace(Frustum& frustum, glm::mat4 v);
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
//std::array<GLuint, MAX_SPLITS> m_DepthMap;
//std::array<FrameBuffer, MAX_SPLITS> m_DepthBuffer;
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
ShaderProgram* m_ShadowProgram;
GLuint m_DepthFBO;
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
//GLfloat m_LRBT[4] = { -10.f, 10.f, -10.f, 10.f };
GLuint m_ResolutionSizeWidth = 1024 * 2;
GLuint m_ResolutionSizeHeigth = 1024 * 2;
bool m_ShadowOn = true;
int m_ShadowLevel = 0;
int m_CurrentNrOfSplits = 3;
float m_SplitWeight = 0.7f;
std::array<Frustum, MAX_SPLITS> m_shadowFrusta;
};
#endif