Retired Document
Important: This document is part of the Legacy section of the ADC Developer Library. This information should not be used for new development.
Current information on this Developer Library topic can be found here:
common/pssm.h
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//////////////////////////////////////////////////////////////////////////////////////////////////// |
#ifndef __PARALLEL_SPLIT_SHADOW_MAP_H__ |
#define __PARALLEL_SPLIT_SHADOW_MAP_H__ |
#include "compute_types.h" |
#include "texture.h" |
#include "camera.h" |
#include "fbo.h" |
class ParallelSplitShadowMapper |
{ |
public: |
typedef enum PassType |
{ |
PSSM_DEPTH_PASS, |
PSSM_SHADOW_PASS |
}; |
public: |
ParallelSplitShadowMapper(); |
~ParallelSplitShadowMapper(); |
bool setup( |
uint uiWidth, uint uiHeight, |
uint uiSplitCount, |
float fNear, float fFar); |
void update(const Camera &rkCamera); |
bool enable(PassType ePassType, uint uiSplit = 0); |
bool disable(PassType ePassType, uint uiSplit = 0); |
void setLightPosition(const float3 &rkV); |
void setLightFrame( |
const float3 &rkUp, |
const float3 &rkView, |
const float3 &rkLeft); |
void setShadowMapTextureUnit(GLenum eUnit) { m_eShadowMapTextureUnit = eUnit; } |
uint getSplitCount() const { return m_uiSplitCount; } |
GLenum getShadowMapTextureUnit() const { return m_eShadowMapTextureUnit; } |
const float3& getLightPosition() const { return m_kLightCamera.getPosition(); } |
protected: |
void destroy(); |
float16 computeLightMatrix( |
float4 akFrustumCorners[8], |
const float16& rkModelviewProjectionMatrix, |
float fFov, float fAspect, |
float fNearClip, float fFarClip); |
void computeSplitDistances( |
float *afDistances, |
unsigned int uiCount, |
float fNear, float fFar); |
void computeFrustumCorners( |
float4 akFrustum[8], |
const float3 &rkPos, |
const float3 &rkView, |
const float3 &rkUp, |
float fNear, float fFar, |
float fScale, float fFov, |
float fAspect); |
void enableShadowMap( |
float16 &rkProjection, |
float16 &rkModelView, |
GLenum eTextureUnit); |
void disableShadowMap(void); |
void enableDepthState(); |
void disableDepthState(); |
void enableDepthCapture( |
float16 &rkProjection, |
float16 &rkModelView); |
void disableDepthCapture(); |
void fillDepthMap( |
const float16 &rkProjection, |
const float16 &rkModelView); |
void renderSceneWithShadows( |
const float16 &rkProjection, |
const float16 &rkModelView, |
float fNear, float fFar); |
void renderSceneSplit(void); |
protected: |
bool m_bInitialized; |
float* m_afSplitDistances; |
float16 *m_akSplitProjections; |
uint m_uiSplitCount; |
float m_fPolygonOffsetScale; |
float m_fPolygonOffsetBias; |
int m_aiViewport[4]; |
Camera m_kLightCamera; |
Texture m_kDepthMap; |
FrameBufferObject m_kFrameBuffer; |
GLenum m_eShadowMapTextureUnit; |
}; |
#endif |
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