/* 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 "GLRenderer.h" #include "GLProgramManager.h" #include "GLMapShadowRenderer.h" #include "../Core/Settings.h" #include "GLBasicShadowMapRenderer.h" #include "GLSparseShadowMapRenderer.h" #include "../Core/Debug.h" SPADES_SETTING(r_modelShadows, "1"); SPADES_SETTING(r_sparseShadowMaps, "1"); 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(); if(!r_modelShadows) return NULL; if(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(); if(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; } } }