openspades/Sources/Draw/GLShadowShader.h

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/*
Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades 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 3 of the License, or
(at your option) any later version.
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OpenSpades 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.
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You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
#include <vector>
#include "GLProgramUniform.h"
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namespace spades {
namespace draw {
class GLRenderer;
class GLProgramManager;
class GLSettings;
class GLShadowShader {
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GLProgramUniform eyeOrigin;
GLProgramUniform eyeFront;
GLProgramUniform mapShadowTexture;
GLProgramUniform fogColor;
GLProgramUniform ambientColor;
GLProgramUniform shadowMapViewMatrix;
GLProgramUniform shadowMapTexture1;
GLProgramUniform shadowMapTexture2;
GLProgramUniform shadowMapTexture3;
GLProgramUniform shadowMapMatrix1;
GLProgramUniform shadowMapMatrix2;
GLProgramUniform shadowMapMatrix3;
GLProgramUniform ambientShadowTexture;
GLProgramUniform radiosityTextureFlat;
GLProgramUniform radiosityTextureX;
GLProgramUniform radiosityTextureY;
GLProgramUniform radiosityTextureZ;
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GLProgramUniform pagetableSize;
GLProgramUniform pagetableSizeInv;
GLProgramUniform minLod;
GLProgramUniform shadowMapSizeInv;
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GLProgramUniform ssaoTexture;
GLProgramUniform ssaoTextureUVScale;
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public:
GLShadowShader();
~GLShadowShader() {}
static std::vector<GLShader *> RegisterShader(GLProgramManager *, GLSettings &,
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bool variance = false,
bool skipSSAO = false);
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/** setups shadow shader.
* note that this function sets the current active texture
* stage to the returned texture stage.
* @param firstTexStage first available texture stage.
* @return next available texture stage */
int operator()(GLRenderer *renderer, GLProgram *, int firstTexStage);
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};
}
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}