colobot/colobot-base/graphics/opengl33/gl33_shadow_renderer.h

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2022, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program 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.
*
* This program 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 this program. If not, see http://gnu.org/licenses
*/
/**
* \file graphics/opengl33/gl33_shadow_renderer.h
* \brief OpenGL 3.3 shadow renderer
*/
#pragma once
#include "graphics/core/renderers.h"
#include <GL/glew.h>
#include <array>
#include <vector>
// Graphics module namespace
namespace Gfx
{
class CGL33Device;
class CGL33ShadowRenderer : public CShadowRenderer
{
public:
CGL33ShadowRenderer(CGL33Device* device);
virtual ~CGL33ShadowRenderer();
virtual void Begin() override;
virtual void End() override;
//! Sets projection matrix
virtual void SetProjectionMatrix(const glm::mat4& matrix) override;
//! Sets view matrix
virtual void SetViewMatrix(const glm::mat4& matrix) override;
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) override;
//! Sets texture
virtual void SetTexture(const Texture& texture) override;
//! Sets shadow map
virtual void SetShadowMap(const Texture& texture) override;
//! Sets shadow region
virtual void SetShadowRegion(const glm::vec2& offset, const glm::vec2& scale) override;
//! Draws terrain object
virtual void DrawObject(const CVertexBuffer* buffer, bool transparent) override;
private:
CGL33Device* const m_device;
// Uniform data
GLint m_projectionMatrix = -1;
GLint m_viewMatrix = -1;
GLint m_modelMatrix = -1;
GLint m_alphaScissor = -1;
// Shader program
GLuint m_program = 0;
// Framebuffer
GLuint m_framebuffer = 0;
int m_width = 0;
int m_height = 0;
};
} // namespace Gfx