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/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Shadow mapping related texture and matrix management
*/
#ifndef INCLUDED_SHADOWMAP
#define INCLUDED_SHADOWMAP
#include "lib/ogl.h"
class CBoundingBoxAligned;
class CMatrix3D;
struct ShadowMapInternals;
/**
* Class ShadowMap: Maintain the shadow map texture and perform necessary OpenGL setup,
* including matrix calculations.
*
* The class will automatically generate a texture the first time the shadow map is rendered into.
* The texture will not be resized afterwards.
*/
class ShadowMap
{
public:
ShadowMap();
~ShadowMap();
/**
* RecreateTexture: Destroy the current shadow texture and force creation of
* a new one. Useful when the renderer's size has changed and the texture
* should be resized too.
*/
void RecreateTexture();
/**
* GetDepthTextureBits: Return the number of bits to use for depth textures when
* enabled.
*
* @return depth texture bit depth
*/
int GetDepthTextureBits() const;
/**
* SetDepthTextureBits: Sets the number of bits to use for depth textures when enabled.
* Possible values are 16, 24, 32 and 0 (= use default)
*
* @param bits number of bits
*/
void SetDepthTextureBits(int bits);
/**
* SetupFrame: Configure light space for the given camera and light direction,
* create the shadow texture if necessary, etc.
*
* @param camera the camera that will be used for world rendering
* @param lightdir the direction of the (directional) sunlight
*/
void SetupFrame(const CCamera& camera, const CVector3D& lightdir);
/**
* AddShadowedBound: Add the bounding box of an object that has to be shadowed.
* This is used to calculate the bounds for the shadow map.
*
* @param bounds world space bounding box
*/
void AddShadowedBound(const CBoundingBoxAligned& bounds);
/**
* BeginRender: Set OpenGL state for rendering into the shadow map texture.
*
* @todo this depends in non-obvious ways on the behaviour of the call-site
*/
void BeginRender();
/**
* EndRender: Finish rendering into the shadow map.
*
* @todo this depends in non-obvious ways on the behaviour of the call-site
*/
void EndRender();
/**
* GetTexture: Retrieve the OpenGL texture object name that contains the shadow map.
*
* @return the texture name of the shadow map texture
*/
GLuint GetTexture() const;
/**
* GetTextureMatrix: Retrieve the world-space to shadow map texture coordinates
* transformation matrix.
*
* @return the matrix that transforms world-space coordinates into homogenous
* shadow map texture coordinates
*/
const CMatrix3D& GetTextureMatrix() const;
/**
* Visualize shadow mapping calculations to help in
* debugging and optimal shadow map usage.
*/
void RenderDebugBounds();
/**
* Visualize shadow map texture to help in debugging.
*/
void RenderDebugTexture();
/**
* Get offsets for PCF filtering.
*/
const float* GetFilterOffsets() const;
private:
ShadowMapInternals* m;
};
#endif // INCLUDED_SHADOWMAP
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