94 lines
3.1 KiB
C++
94 lines
3.1 KiB
C++
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#ifndef RP_SHADOW_SOURCE_H
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#define RP_SHADOW_SOURCE_H
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#include "pandabase.h"
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#include "luse.h"
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#include "transformState.h"
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#include "look_at.h"
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#include "compose_matrix.h"
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#include "perspectiveLens.h"
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#include "boundingVolume.h"
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#include "boundingSphere.h"
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#include "boundingHexahedron.h"
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#include "geometricBoundingVolume.h"
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#include "gpu_command.h"
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/**
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* @brief This class represents a single shadow source.
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* @details The ShadowSource can be seen as a Camera. It is used by the Lights
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* to render their shadows. Each ShadowSource has a position in the atlas,
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* and a view-projection matrix. The shadow manager regenerates the shadow maps
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* using the data from the shadow sources.
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*/
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class ShadowSource {
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public:
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ShadowSource();
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inline void write_to_command(GPUCommand &cmd) const;
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inline void set_needs_update(bool flag);
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inline void set_slot(int slot);
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inline void set_region(const LVecBase4i& region, const LVecBase4f& region_uv);
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inline void set_resolution(size_t resolution);
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inline void set_perspective_lens(float fov, float near_plane,
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float far_plane, LVecBase3f pos, LVecBase3f direction);
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inline void set_matrix_lens(const LMatrix4f& mvp);
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inline bool has_region() const;
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inline bool has_slot() const;
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inline void clear_region();
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inline int get_slot() const;
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inline bool get_needs_update() const;
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inline size_t get_resolution() const;
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inline const LMatrix4f& get_mvp() const;
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inline const LVecBase4i& get_region() const;
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inline const LVecBase4f& get_uv_region() const;
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inline const BoundingSphere& get_bounds() const;
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private:
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int _slot;
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bool _needs_update;
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size_t _resolution;
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LMatrix4f _mvp;
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LVecBase4i _region;
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LVecBase4f _region_uv;
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BoundingSphere _bounds;
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};
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#include "shadow_source.I"
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#endif // RP_SHADOW_SOURCE_H
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