ebd79c0099
All `#include`s to other subsystem now use angle brackets, e.g., `#include <Core/Math.h>`.
88 lines
2.7 KiB
C++
88 lines
2.7 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GLShadowMapShader.h"
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#include <Core/Debug.h>
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#include <Core/Settings.h>
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#include "GLBasicShadowMapRenderer.h"
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#include "GLMapShadowRenderer.h"
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#include "GLProgramManager.h"
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#include "GLRenderer.h"
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#include "GLSparseShadowMapRenderer.h"
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namespace spades {
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namespace draw {
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GLShadowMapShader::GLShadowMapShader() : projectionViewMatrix("projectionViewMatrix") {}
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std::vector<GLShader *>
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GLShadowMapShader::RegisterShader(spades::draw::GLProgramManager *r) {
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SPADES_MARK_FUNCTION();
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std::vector<GLShader *> shaders;
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// even there is no dynamic shadow,
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// this is still needed to avoid error...
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shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Common.fs"));
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shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Common.vs"));
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shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Basic.fs"));
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shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Basic.vs"));
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return shaders;
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}
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IGLShadowMapRenderer *
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GLShadowMapShader::CreateShadowMapRenderer(spades::draw::GLRenderer *r) {
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SPADES_MARK_FUNCTION();
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auto &settings = r->GetSettings();
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if (!settings.r_modelShadows)
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return NULL;
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if (settings.r_sparseShadowMaps)
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return new GLSparseShadowMapRenderer(r);
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return new GLBasicShadowMapRenderer(r);
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}
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int GLShadowMapShader::operator()(GLRenderer *renderer, spades::draw::GLProgram *program,
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int texStage) {
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IGLDevice *dev = program->GetDevice();
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auto &settings = renderer->GetSettings();
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if (settings.r_sparseShadowMaps) {
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GLSparseShadowMapRenderer *r =
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static_cast<GLSparseShadowMapRenderer *>(renderer->GetShadowMapRenderer());
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projectionViewMatrix(program);
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projectionViewMatrix.SetValue(r->matrix);
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} else {
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GLBasicShadowMapRenderer *r =
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static_cast<GLBasicShadowMapRenderer *>(renderer->GetShadowMapRenderer());
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projectionViewMatrix(program);
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projectionViewMatrix.SetValue(r->matrix);
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}
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dev->ActiveTexture(texStage);
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return texStage;
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}
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}
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}
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