Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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SingleShadowMapGenerator.h
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1/*
2 Copyright (c) 2018 DIVIDE-Studio
3 Copyright (c) 2009 Ionut Cava
4
5 This file is part of DIVIDE Framework.
6
7 Permission is hereby granted, free of charge, to any person obtaining a copy
8 of this software
9 and associated documentation files (the "Software"), to deal in the Software
10 without restriction,
11 including without limitation the rights to use, copy, modify, merge, publish,
12 distribute, sublicense,
13 and/or sell copies of the Software, and to permit persons to whom the
14 Software is furnished to do so,
15 subject to the following conditions:
16
17 The above copyright notice and this permission notice shall be included in
18 all copies or substantial portions of the Software.
19
20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21 IMPLIED,
22 INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
23 PARTICULAR PURPOSE AND NONINFRINGEMENT.
24 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
25 DAMAGES OR OTHER LIABILITY,
26 WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
27 IN CONNECTION WITH THE SOFTWARE
28 OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29
30 */
31
32#pragma once
33#ifndef DVD_SINGLE_SHADOW_MAP_GENERATOR_H_
34#define DVD_SINGLE_SHADOW_MAP_GENERATOR_H_
35
36#include "ShadowMap.h"
38
39namespace Divide {
40
41class Pipeline;
42class ShaderProgram;
43class SpotLightComponent;
44
45
48 public:
49 explicit SingleShadowMapGenerator(GFXDevice& context);
51
52 void render(const Camera& playerCamera, Light& light, U16 lightIndex, GFX::CommandBuffer& bufferInOut, GFX::MemoryBarrierCommand& memCmdInOut) override;
53
54 void updateMSAASampleCount(U8 sampleCount) override;
55
56 protected:
57 void blurTarget(U16 layerOffset, GFX::CommandBuffer& bufferInOut );
58
59 protected:
61 Handle<ShaderProgram> _blurDepthMapShader = INVALID_HANDLE<ShaderProgram>;
65};
66
67}; // namespace Divide
68
69#endif //DVD_SINGLE_SHADOW_MAP_GENERATOR_H_
Rough around the edges Adapter pattern abstracting the actual rendering API and access to the GPU.
Definition: GFXDevice.h:215
A light object placed in the scene at a certain position.
Definition: Light.h:58
A single shadow map system. Used, for example, by spot lights.
void render(const Camera &playerCamera, Light &light, U16 lightIndex, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) override
void blurTarget(U16 layerOffset, GFX::CommandBuffer &bufferInOut)
Handle< ShaderProgram > _blurDepthMapShader
void updateMSAASampleCount(U8 sampleCount) override
Handle console commands that start with a forward slash.
Definition: AIProcessor.cpp:7
uint8_t U8
uint16_t U16