/*
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 .
*/
#include "GLShadowMapShader.h"
#include
#include
#include "GLBasicShadowMapRenderer.h"
#include "GLMapShadowRenderer.h"
#include "GLProgramManager.h"
#include "GLRenderer.h"
#include "GLSparseShadowMapRenderer.h"
namespace spades {
namespace draw {
GLShadowMapShader::GLShadowMapShader() : projectionViewMatrix("projectionViewMatrix") {}
std::vector
GLShadowMapShader::RegisterShader(spades::draw::GLProgramManager *r) {
SPADES_MARK_FUNCTION();
std::vector shaders;
// even there is no dynamic shadow,
// this is still needed to avoid error...
shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Common.fs"));
shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Common.vs"));
shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Basic.fs"));
shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Basic.vs"));
return shaders;
}
IGLShadowMapRenderer *
GLShadowMapShader::CreateShadowMapRenderer(spades::draw::GLRenderer *r) {
SPADES_MARK_FUNCTION();
auto &settings = r->GetSettings();
if (!settings.r_modelShadows)
return NULL;
if (settings.r_sparseShadowMaps)
return new GLSparseShadowMapRenderer(r);
return new GLBasicShadowMapRenderer(r);
}
int GLShadowMapShader::operator()(GLRenderer *renderer, spades::draw::GLProgram *program,
int texStage) {
IGLDevice *dev = program->GetDevice();
auto &settings = renderer->GetSettings();
if (settings.r_sparseShadowMaps) {
GLSparseShadowMapRenderer *r =
static_cast(renderer->GetShadowMapRenderer());
projectionViewMatrix(program);
projectionViewMatrix.SetValue(r->matrix);
} else {
GLBasicShadowMapRenderer *r =
static_cast(renderer->GetShadowMapRenderer());
projectionViewMatrix(program);
projectionViewMatrix.SetValue(r->matrix);
}
dev->ActiveTexture(texStage);
return texStage;
}
}
}