// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef SHADER_SHADOW_DIFFUSE_H #define SHADER_SHADOW_DIFFUSE_H //#define USE_OPTIX 1 #include "Shader.h" #include class ShadowMap; class ShaderShadow; class ShaderShadow : public Shader { public: // RENDER_DEPTH is for shadow map computation // RENDER_COLOR is for the usual rendering // RENDER_DEPTH_NORMAL is for SSAO enum RenderMode{RENDER_DEPTH, RENDER_COLOR, RENDER_DEPTH_NORMAL}; static RenderMode renderMode; static float hdrScale; static GLuint skyBoxTex; enum VS_MODE{VS_DEFAULT, VS_4BONES, VS_8BONES, VS_INSTANCE, VS_TEXINSTANCE, VS_DEFAULT_FOR_3D_TEX, VS_FILE,VS_CROSSHAIR}; enum PS_MODE{PS_WHITE, PS_SHADE, PS_SHADE3D, PS_FILE, PS_NORMAL, PS_CROSSHAIR}; enum SHADER3D_CHOICES{SAND_STONE, WHITE_MARBLE, GRAYVEIN_MARBLE, BLUEVEIN_MARBLE, GREEN_MARBLE, GRAY_MARBLE, RED_GRANITE, YELLOW_GRANITE, WOOD, COMBINE}; ShaderShadow(VS_MODE vsMode = VS_DEFAULT, PS_MODE psMode = PS_SHADE, SHADER3D_CHOICES shade3D = GRAY_MARBLE); ~ShaderShadow() {}; bool init(); void setSpotLight(int nr, const PxVec3 &pos, PxVec3 &dir, float decayBegin = 0.98f, float decayEnd = 0.997f); void setBackLightDir(const PxVec3 &dir) { mBackLightDir = dir; } void updateCamera(float* modelView, float* proj); void setShadowMap(int nr, ShadowMap *shadowMap) { mShadowMaps[nr] = shadowMap; } void setNumShadows(int num) { mNumShadows = num; } void setShowReflection(bool show) { mShowReflection = show; } bool getShowReflection() const {return mShowReflection;} void setReflectionTexId(unsigned int texId) { mReflectionTexId = texId; } virtual void activate(const ShaderMaterial &mat); virtual void deactivate(); void setShadowAmbient(float sa); // For fast shader debugging bool forceLoadShaderFromFile(VS_MODE vsm, PS_MODE psm, const char* vsName = NULL, const char* psName = NULL); SHADER3D_CHOICES getMyShade3DChoice() {return myShade3DChoice;} PxVec3 getDustColor() { return dustColor; } virtual bool setUniform(const char* name, const PxMat33& value); virtual bool setUniform(const char* name, const PxTransform& value); virtual bool setUniform(const char *name, PxU32 size, const PxVec3* value); virtual bool setUniform1(const char* name, float val); virtual bool setUniform2(const char* name, float val0, float val1); virtual bool setUniform3(const char* name, float val0, float val1, float val2); virtual bool setUniform4(const char* name, float val0, float val1, float val2, float val3); virtual bool setUniformfv(const GLchar *name, GLfloat *v, int elementSize, int count=1); virtual bool setUniform(const char* name, float value); virtual bool setUniform(const char* name, int value); virtual bool setUniformMatrix4fv(const GLchar *name, const GLfloat *m, bool transpose); virtual GLint getUniformCommon(const char* name); virtual bool setAttribute(const char* name, PxU32 size, PxU32 stride, GLenum type, void* data); private: static const int mNumLights = 1; ShadowMap *mShadowMaps[mNumLights]; PxVec3 mSpotLightPos[mNumLights]; PxVec3 mSpotLightDir[mNumLights]; float mSpotLightCosineDecayBegin[mNumLights]; float mSpotLightCosineDecayEnd[mNumLights]; GLuint mReflectionTexId; PxVec3 mBackLightDir; int mNumShadows; bool mShowReflection; float mCamModelView[16]; float mCamProj[16]; float shadowAmbient; PxVec3 ambientColor; VS_MODE vsMode; PS_MODE psMode; std::string fragmentShader3DComposite; SHADER3D_CHOICES myShade3DChoice; PxVec3 dustColor; // For shadow map and SSAO ShaderShadow* whiteShader; ShaderShadow* normalShader; }; #endif