/
LightingModeRenderer.h
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/
LightingModeRenderer.h
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#pragma once
#include "irender.h"
#include "irenderview.h"
#include "SceneRenderer.h"
#include "igeometrystore.h"
#include "FrameBuffer.h"
#include "render/Rectangle.h"
#include "glprogram/ShadowMapProgram.h"
#include "InteractingLight.h"
#include "registry/CachedKey.h"
namespace render
{
class GLProgramFactory;
class LightingModeRenderResult;
class LightingModeRenderer final :
public SceneRenderer
{
private:
GLProgramFactory& _programFactory;
IGeometryStore& _geometryStore;
// The set of registered render lights
const std::set<RendererLightPtr>& _lights;
// The set of registered render entities
const std::set<IRenderEntityPtr>& _entities;
std::vector<IGeometryStore::Slot> _untransformedObjectsWithoutAlphaTest;
FrameBuffer::Ptr _shadowMapFbo;
std::vector<Rectangle> _shadowMapAtlas;
ShadowMapProgram* _shadowMapProgram;
constexpr static std::size_t MaxShadowCastingLights = 6;
registry::CachedKey<bool> _shadowMappingEnabled;
// Data that is valid during a single render pass only
std::vector<InteractingLight> _interactingLights;
std::vector<InteractingLight*> _nearestShadowLights;
std::shared_ptr<LightingModeRenderResult> _result;
public:
LightingModeRenderer(GLProgramFactory& programFactory,
IGeometryStore& store,
const std::set<RendererLightPtr>& lights,
const std::set<IRenderEntityPtr>& entities);
IRenderResult::Ptr render(RenderStateFlags globalFlagsMask, const IRenderView& view, std::size_t time) override;
private:
void determineInteractingLight(const IRenderView& view);
void drawInteractingLight(OpenGLState& current, RenderStateFlags globalFlagsMask,
const IRenderView& view, std::size_t renderTime);
void drawDepthFillPass(OpenGLState& current, RenderStateFlags globalFlagsMask,
const IRenderView& view, std::size_t renderTime);
void drawNonInteractionPasses(OpenGLState& current, RenderStateFlags globalFlagsMask,
const IRenderView& view, std::size_t time);
void drawShadowMaps(OpenGLState& current, std::size_t renderTime);
void ensureShadowMapSetup();
void addToShadowLights(InteractingLight& light, const Vector3& viewer);
};
}