First shadow mapping commit
Former-commit-id: 7465a7c3297626f8db8c1ff48a20c0e0d9feb765
This commit is contained in:
@@ -11,6 +11,8 @@
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Graphics/Enums.hpp>
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#include <Nazara/Graphics/Renderable.hpp>
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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class NzLight;
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struct NzLightUniforms;
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@@ -19,7 +21,7 @@ class NAZARA_GRAPHICS_API NzLight : public NzRenderable
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{
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public:
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NzLight(nzLightType type = nzLightType_Point);
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NzLight(const NzLight& light) = default;
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inline NzLight(const NzLight& light);
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~NzLight() = default;
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void AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatrix4f& transformMatrix) const override;
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@@ -29,37 +31,48 @@ class NAZARA_GRAPHICS_API NzLight : public NzRenderable
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bool Cull(const NzFrustumf& frustum, const NzMatrix4f& transformMatrix) const override;
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float GetAmbientFactor() const;
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float GetAttenuation() const;
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NzColor GetColor() const;
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float GetDiffuseFactor() const;
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float GetInnerAngle() const;
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float GetInnerAngleCosine() const;
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float GetInvRadius() const;
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nzLightType GetLightType() const;
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float GetOuterAngle() const;
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float GetOuterAngleCosine() const;
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float GetOuterAngleTangent() const;
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float GetRadius() const;
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inline void EnableShadowCasting(bool castShadows);
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void SetAmbientFactor(float factor);
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void SetAttenuation(float attenuation);
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void SetColor(const NzColor& color);
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void SetDiffuseFactor(float factor);
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void SetInnerAngle(float innerAngle);
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void SetLightType(nzLightType type);
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void SetOuterAngle(float outerAngle);
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void SetRadius(float radius);
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inline void EnsureShadowMapUpdate() const;
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inline float GetAmbientFactor() const;
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inline float GetAttenuation() const;
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inline NzColor GetColor() const;
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inline float GetDiffuseFactor() const;
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inline float GetInnerAngle() const;
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inline float GetInnerAngleCosine() const;
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inline float GetInvRadius() const;
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inline nzLightType GetLightType() const;
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inline float GetOuterAngle() const;
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inline float GetOuterAngleCosine() const;
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inline float GetOuterAngleTangent() const;
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inline float GetRadius() const;
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inline NzTextureRef GetShadowMap() const;
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inline bool IsShadowCastingEnabled() const;
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inline void SetAmbientFactor(float factor);
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inline void SetAttenuation(float attenuation);
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inline void SetColor(const NzColor& color);
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inline void SetDiffuseFactor(float factor);
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inline void SetInnerAngle(float innerAngle);
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inline void SetLightType(nzLightType type);
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inline void SetOuterAngle(float outerAngle);
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inline void SetRadius(float radius);
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void UpdateBoundingVolume(const NzMatrix4f& transformMatrix) override;
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NzLight& operator=(const NzLight& light) = default;
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NzLight& operator=(const NzLight& light);
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private:
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void MakeBoundingVolume() const override;
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void UpdateShadowMap() const;
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nzLightType m_type;
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NzColor m_color;
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mutable NzTextureRef m_shadowMap;
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bool m_shadowCastingEnabled;
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mutable bool m_shadowMapUpdated;
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float m_ambientFactor;
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float m_attenuation;
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float m_diffuseFactor;
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@@ -5,6 +5,40 @@
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#include <memory>
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#include <Nazara/Renderer/Debug.hpp>
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inline NzLight::NzLight(const NzLight& light) :
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NzRenderable(light),
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m_type(light.m_type),
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m_color(light.m_color),
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m_shadowCastingEnabled(light.m_shadowCastingEnabled),
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m_shadowMapUpdated(false),
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m_ambientFactor(light.m_ambientFactor),
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m_attenuation(light.m_attenuation),
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m_diffuseFactor(light.m_diffuseFactor),
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m_innerAngle(light.m_innerAngle),
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m_innerAngleCosine(light.m_innerAngleCosine),
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m_invRadius(light.m_invRadius),
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m_outerAngle(light.m_outerAngle),
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m_outerAngleCosine(light.m_outerAngleCosine),
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m_outerAngleTangent(light.m_outerAngleTangent),
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m_radius(light.m_radius)
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{
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}
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inline void NzLight::EnableShadowCasting(bool castShadows)
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{
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if (m_shadowCastingEnabled != castShadows)
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{
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m_shadowCastingEnabled = castShadows;
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m_shadowMapUpdated = false;
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}
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}
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inline void NzLight::EnsureShadowMapUpdate() const
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{
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if (!m_shadowMapUpdated)
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UpdateShadowMap();
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}
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inline float NzLight::GetAmbientFactor() const
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{
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return m_ambientFactor;
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@@ -45,6 +79,18 @@ inline float NzLight::GetRadius() const
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return m_radius;
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}
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inline NzTextureRef NzLight::GetShadowMap() const
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{
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EnsureShadowMapUpdate();
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return m_shadowMap;
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}
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inline bool NzLight::IsShadowCastingEnabled() const
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{
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return m_shadowCastingEnabled;
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}
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inline void NzLight::SetAmbientFactor(float factor)
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{
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m_ambientFactor = factor;
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@@ -94,4 +140,26 @@ inline void NzLight::SetRadius(float radius)
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InvalidateBoundingVolume();
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}
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inline NzLight& NzLight::operator=(const NzLight& light)
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{
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NzRenderable::operator=(light);
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m_ambientFactor = light.m_ambientFactor;
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m_attenuation = light.m_attenuation;
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m_color = light.m_color;
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m_diffuseFactor = light.m_diffuseFactor;
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m_innerAngle = light.m_innerAngle;
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m_innerAngleCosine = light.m_innerAngleCosine;
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m_invRadius = light.m_invRadius;
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m_outerAngle = light.m_outerAngle;
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m_outerAngleCosine = light.m_outerAngleCosine;
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m_outerAngleTangent = light.m_outerAngleTangent;
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m_radius = light.m_radius;
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m_shadowCastingEnabled = light.m_shadowCastingEnabled;
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m_shadowMapUpdated = false;
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m_type = light.m_type;
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return *this;
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}
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#include <Nazara/Renderer/DebugOff.hpp>
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