6#include <glm/gtc/matrix_transform.hpp>
7#include "../res-management/light.h"
40 const float nearPlane = 1.0f;
50 void calculateShadowTransforms();
80 Light directionalLight;
Class to handle directional light shadows using shadow mapping with a depth map.
Definition shadows.h:57
GLuint shaderProg
Definition shadows.h:75
DirectionalShadows(const GLuint shaderProg, Light light, GLuint width=4096, GLuint height=4096)
Constructor for DirectionalShadows.
Definition shadows.cpp:69
GLuint depthMap
Definition shadows.h:76
const GLuint height
Definition shadows.h:74
~DirectionalShadows()
Destructor for DirectionalShadows.
Definition shadows.cpp:80
GLuint FBO
Definition shadows.h:73
glm::mat4 lightSpaceMatrix
Definition shadows.h:77
Class to handle point light shadows using shadow mapping with cubemaps.
Definition shadows.h:15
std::vector< Light > lights
Definition shadows.h:34
std::vector< unsigned int > depthCubemaps
Definition shadows.h:35
std::vector< std::vector< glm::mat4 > > shadowTransforms
Definition shadows.h:36
~PointShadows()
Destructor for PointShadows.
Definition shadows.cpp:16
const GLuint height
Definition shadows.h:32
GLuint shaderProg
Definition shadows.h:33
PointShadows(const GLuint shaderProg, const std::vector< Light > &lights, GLuint width=4096, GLuint height=4096)
Constructor for PointShadows.
Definition shadows.cpp:9
const float farPlane
Definition shadows.h:37
GLuint FBO
Definition shadows.h:31
A point light.
Definition light.h:7