EG/RenderPipelineFile/rpcore/native/source/shadow_source.h
2025-07-24 11:37:46 +08:00

94 lines
3.0 KiB
C++

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