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forked from 0ad/0ad
0ad/source/renderer/ShadowMap.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

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