// // GLShadowShader.h // OpenSpades // // Created by yvt on 7/23/13. // Copyright (c) 2013 yvt.jp. All rights reserved. // #pragma once #include "GLProgramUniform.h" #include namespace spades { namespace draw { class GLRenderer; class GLProgramManager; class GLShadowShader{ 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; public: GLShadowShader(); ~GLShadowShader(){} static std::vector RegisterShader(GLProgramManager *); /** 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); }; } }