/* Copyright (C) 2021 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 . */ #ifndef INCLUDED_SHADOWMAP #define INCLUDED_SHADOWMAP #include "graphics/ShaderProgramPtr.h" #include "lib/ogl.h" class CBoundingBoxAligned; class CCamera; class CFrustum; class CVector3D; 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); /** * Add the bounding box of an object that will cast a shadow. * This is used to calculate the bounds for the shadow map. * * @param bounds world space bounding box */ void AddShadowCasterBound(const int cascade, const CBoundingBoxAligned& bounds); /** * Add the bounding box of an object that will receive a shadow. * This is used to calculate the bounds for the shadow map. * * @param bounds world space bounding box */ void AddShadowReceiverBound(const CBoundingBoxAligned& bounds); /** * Compute the frustum originating at the light source, that encompasses * all the objects passed into AddShadowReceiverBound so far. * * This frustum can be used to determine which objects might cast a visible * shadow. Those objects should be passed to AddShadowCasterBound and * then should be rendered into the shadow map. */ CFrustum GetShadowCasterCullFrustum(const int cascade); /** * 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(); /** * Returns the current number of used cascades. */ int GetCascadeCount() const; /** * Sets the renderer camera for the cascade. */ void PrepareCamera(const int cascade); /** * Binds all needed resources and uniforms to draw shadows using the shader. */ void BindTo(const CShaderProgramPtr& shader) 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(); private: ShadowMapInternals* m; }; #endif // INCLUDED_SHADOWMAP