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authorDan Goodliffe <dan@randomdan.homeip.net>2024-08-18 16:14:29 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-08-18 18:00:06 +0100
commit172beac34e82c86f8c16b8a1be5fca9d7ccfc0d1 (patch)
tree22607b9012b8140e6f80fad39f49d899ef12908c
parentAdd updateStencil to Renderable interface (diff)
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Update asset stencils from shadow mapper
-rw-r--r--game/scenary/foliage.cpp13
-rw-r--r--game/scenary/foliage.h1
-rw-r--r--gfx/gl/shadowMapper.cpp9
-rw-r--r--gfx/gl/shadowStenciller.cpp15
-rw-r--r--gfx/gl/shadowStenciller.h3
5 files changed, 28 insertions, 13 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index ba1b37e..13d2f3b 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -3,7 +3,6 @@
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/vertexArrayObject.h"
#include "gfx/models/texture.h"
-#include "location.h"
bool
Foliage::persist(Persistence::PersistenceStore & store)
@@ -17,9 +16,15 @@ Foliage::postLoad()
texture = getTexture();
bodyMesh->configureVAO(instanceVAO)
.addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
- ShadowStenciller ss;
- ss.renderStencil(shadowStencil, *bodyMesh, texture);
- Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str());
+}
+
+void
+Foliage::updateStencil(const ShadowStenciller & ss) const
+{
+ if (instances.size() > 0) {
+ ss.renderStencil(shadowStencil, *bodyMesh, texture);
+ Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str());
+ }
}
void
diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h
index 5367d44..fa6c63b 100644
--- a/game/scenary/foliage.h
+++ b/game/scenary/foliage.h
@@ -20,6 +20,7 @@ public:
mutable InstanceVertices<LocationVertex> instances;
void render(const SceneShader &) const override;
void shadows(const ShadowMapper &) const override;
+ void updateStencil(const ShadowStenciller &) const override;
glTexture shadowStencil = ShadowStenciller::createStencilTexture(256, 256);
protected:
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index a846a3d..9b9e404 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -1,6 +1,7 @@
#include "shadowMapper.h"
#include "camera.h"
#include "collections.h"
+#include "game/gamestate.h"
#include "gfx/gl/shaders/fs-shadowDynamicPointInstWithTextures.h"
#include "gfx/gl/shaders/gs-commonShadowPoint.h"
#include "gfx/gl/shaders/gs-shadowDynamicPointInstWithTextures.h"
@@ -8,6 +9,8 @@
#include "gfx/gl/shaders/vs-shadowDynamicPointInst.h"
#include "gfx/gl/shaders/vs-shadowDynamicPointInstWithTextures.h"
#include "gfx/gl/shaders/vs-shadowLandmass.h"
+#include "gfx/gl/shadowStenciller.h"
+#include "gfx/renderable.h"
#include "gl_traits.h"
#include "location.h"
#include "maths.h"
@@ -74,6 +77,12 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV
ShadowMapper::Definitions
ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const
{
+ ShadowStenciller shadowStenciller {dir, up};
+ for (const auto & [id, asset] : gameState->assets) {
+ if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
+ r->updateStencil(shadowStenciller);
+ }
+ }
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
glCullFace(GL_FRONT);
diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp
index dc87d76..9f13808 100644
--- a/gfx/gl/shadowStenciller.cpp
+++ b/gfx/gl/shadowStenciller.cpp
@@ -1,15 +1,14 @@
#include "shadowStenciller.h"
-#include "config/types.h"
#include "gfx/gl/program.h"
#include "gfx/gl/shaders/fs-shadowStencil.h"
#include "gfx/gl/shaders/vs-shadowStencil.h"
#include "gfx/models/mesh.h"
#include "glArrays.h"
#include "gl_traits.h"
-#include "maths.h"
#include <stdexcept>
-ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_fs}
+ShadowStenciller::ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp) :
+ shadowCaster {shadowStencil_vs, shadowStencil_fs}, lightDirMat {glm::lookAt(-lightDir, {}, lightDirUp)}
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDrawBuffer(GL_NONE);
@@ -47,10 +46,10 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 256, 256);
glEnable(GL_DEPTH_TEST);
- const auto & mins = mesh.getDimensions().minExtent;
- const auto & maxs = mesh.getDimensions().maxExtent;
- const auto extents = glm::ortho(mins.x, maxs.x, mins.z, maxs.z, mins.y, maxs.y);
- const auto lightDir = glm::lookAt({}, north, up);
- glUniform(viewProjectionLoc, extents * lightDir);
+ const auto & centre = mesh.getDimensions().centre;
+ const auto & size = mesh.getDimensions().size;
+ const auto extentsMat
+ = glm::translate(glm::ortho(-size, size, -size, size, -size, size), {-centre.x, -centre.z, -centre.y});
+ glUniform(viewProjectionLoc, extentsMat * lightDirMat);
mesh.Draw();
}
diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h
index bf6d204..87dc044 100644
--- a/gfx/gl/shadowStenciller.h
+++ b/gfx/gl/shadowStenciller.h
@@ -7,7 +7,7 @@
class ShadowStenciller {
public:
- ShadowStenciller();
+ ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp);
[[nodiscard]]
static glTexture createStencilTexture(GLsizei width, GLsizei height);
@@ -16,5 +16,6 @@ public:
private:
glFrameBuffer fbo;
Program shadowCaster;
+ glm::mat4 lightDirMat;
Program::UniformLocation viewProjectionLoc {shadowCaster, "viewProjection"};
};