/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
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.
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.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see .
*/
#pragma once
#include "GLProgramUniform.h"
#include
#include "../Client/IRenderer.h"
#include "../Core/Math.h"
#include "GLDynamicLight.h"
namespace spades {
namespace draw {
class GLRenderer;
class GLImage;
class GLProgramManager;
class GLDynamicLightShader{
GLRenderer *lastRenderer;
GLImage *whiteImage;
GLProgramUniform dynamicLightOrigin;
GLProgramUniform dynamicLightColor;
GLProgramUniform dynamicLightRadius;
GLProgramUniform dynamicLightRadiusInversed;
GLProgramUniform dynamicLightSpotMatrix;
GLProgramUniform dynamicLightProjectionTexture;
public:
GLDynamicLightShader();
~GLDynamicLightShader(){}
static std::vector RegisterShader(GLProgramManager *);
static bool Cull(const GLDynamicLight& light,
const AABB3&);
static bool SphereCull(const GLDynamicLight& light,
const Vector3& center,
float radius);
/** 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 *,
const GLDynamicLight& light,
int firstTexStage);
};
}
}