0ad/source/renderer/ShadowMap.h

141 lines
4.1 KiB
C++

/* Copyright (C) 2022 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/>.
*/
#ifndef INCLUDED_SHADOWMAP
#define INCLUDED_SHADOWMAP
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.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(Renderer::Backend::IDevice* device);
~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);
/**
* Sets backend state for rendering into the shadow map texture.
*/
void BeginRender(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Finishes rendering into the shadow map.
*/
void EndRender(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Returns the current number of used cascades.
*/
int GetCascadeCount() const;
/**
* Sets the renderer camera for the cascade.
*/
void PrepareCamera(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const int cascade);
/**
* Binds all needed resources and uniforms to draw shadows using the shader.
*/
void BindTo(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader) const;
/**
* Visualize shadow mapping calculations to help in
* debugging and optimal shadow map usage.
*/
void RenderDebugBounds();
private:
ShadowMapInternals* m;
};
#endif // INCLUDED_SHADOWMAP