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forked from 0ad/0ad
0ad/source/renderer/ShadowMap.h
Ykkrosh b08e142193 Graphics optimisations and features from eihrul.
Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes #721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes #434).
Reduce shadow swimming effects.

This was SVN commit r9814.
2011-07-12 23:48:05 +00:00

131 lines
3.5 KiB
C++

/* Copyright (C) 2009 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 CBound;
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 CBound& 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;
/**
* RenderDebugDisplay: Visualize shadow mapping calculations to help in
* debugging and optimal shadow map usage.
*/
void RenderDebugDisplay();
/**
* Get offsets for PCF filtering.
*/
const float* GetFilterOffsets() const;
private:
ShadowMapInternals* m;
};
#endif // INCLUDED_SHADOWMAP