SuperTuxKart
graphics
shadow_matrices.hpp
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2014-2015 SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_SHADOW_MATRICES_HPP
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#define HEADER_SHADOW_MATRICES_HPP
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#include "graphics/gl_headers.hpp"
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#include <matrix4.h>
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#include <tuple>
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#include <vector>
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#include <vector3d.h>
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namespace
irr
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{
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namespace
scene {
class
ICameraSceneNode; }
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}
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using namespace
irr;
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class
FrameBuffer
;
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class
PostProcessing
;
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class
ShadowMatrices
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{
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public
:
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static
float
m_shadow_split[5];
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static
float
m_shadow_overlap_proportion;
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private
:
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std::vector<core::matrix4> m_sun_ortho_matrices;
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scene::ICameraSceneNode *m_sun_cam;
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scene::ICameraSceneNode *m_shadow_cam_nodes[4];
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core::matrix4 m_rsm_matrix;
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bool
m_rsm_matrix_initialized;
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float
m_shadows_cam[4][24];
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bool
m_rsm_map_available;
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float
m_mat_ubo[16 * 9 + 2];
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core::vector3df m_frustum_box_extent[4];
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core::matrix4 getTightestFitOrthoProj(
const
core::matrix4 &transform,
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const
std::vector<core::vector3df> &pointsInside,
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core::vector3df& bounding_box_extent);
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void
renderWireFrameFrustrum(
float
*tmp,
unsigned
i);
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public
:
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ShadowMatrices
();
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~
ShadowMatrices
();
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void
computeMatrixesAndCameras(scene::ICameraSceneNode *
const
camnode,
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unsigned
int
width,
unsigned
int
height);
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void
addLight(
const
core::vector3df &pos);
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void
updateSunOrthoMatrices();
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void
renderShadowsDebug(
const
FrameBuffer
* shadow_framebuffer,
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const
PostProcessing
*post_processing);
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// ------------------------------------------------------------------------
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void
resetShadowCamNodes();
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// ------------------------------------------------------------------------
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scene::ICameraSceneNode** getShadowCamNodes()
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{
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return
m_shadow_cam_nodes;
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}
// getShadowCamNodes
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// ------------------------------------------------------------------------
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core::vector3df* getShadowFrustumBoxExtent()
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{
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return
m_frustum_box_extent;
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}
// getShadowCamNodes
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// ------------------------------------------------------------------------
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scene::ICameraSceneNode* getSunCam() {
return
m_sun_cam; }
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// ------------------------------------------------------------------------
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std::vector<core::matrix4>& getSunOrthoMatrices()
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{
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return
m_sun_ortho_matrices;
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}
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// ------------------------------------------------------------------------
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const
float
* getMatricesData()
const
{
return
m_mat_ubo; }
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};
// class ShadowMatrices
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#endif
FrameBuffer
Definition:
frame_buffer.hpp:33
PostProcessing
Handles post processing, eg motion blur.
Definition:
post_processing.hpp:42
ShadowMatrices
Definition:
shadow_matrices.hpp:40
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