// // GLLightRenderer.h // OpenSpades // // Created by yvt on 7/25/13. // Copyright (c) 2013 yvt.jp. All rights reserved. // #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); }; } }