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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-07-20 10:57:17 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-10 18:11:55 +0100 |
commit | 900d19a41bc1886e7a809d99d6119b12235a4f0a (patch) | |
tree | 2e72221ae1a470d448497664a95d4e64acc2e8f1 | |
parent | Fix texture usage via materials in shadows (diff) | |
download | ilt-900d19a41bc1886e7a809d99d6119b12235a4f0a.tar.bz2 ilt-900d19a41bc1886e7a809d99d6119b12235a4f0a.tar.xz ilt-900d19a41bc1886e7a809d99d6119b12235a4f0a.zip |
Initial commit of basic shadow depth map creation
-rw-r--r-- | game/scenary/foliage.cpp | 3 | ||||
-rw-r--r-- | game/scenary/foliage.h | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowStencil.fs | 0 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowStencil.vs | 11 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.cpp | 51 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.h | 21 |
6 files changed, 88 insertions, 0 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 73d285f..870adb0 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -17,6 +17,9 @@ Foliage::postLoad() texture = getTexture(); bodyMesh->configureVAO(instanceVAO) .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + ShadowStenciller ss; + ss.renderStencil(shadowStencil, *bodyMesh, {-4000, -4000, 0}, {4000, 4000, 8000}); + 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 0a4261c..5367d44 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -2,6 +2,7 @@ #include "assetFactory/asset.h" #include "gfx/gl/instanceVertices.h" +#include "gfx/gl/shadowStenciller.h" #include "gfx/models/texture.h" #include "gfx/renderable.h" @@ -19,6 +20,7 @@ public: mutable InstanceVertices<LocationVertex> instances; void render(const SceneShader &) const override; void shadows(const ShadowMapper &) const override; + glTexture shadowStencil = ShadowStenciller::createStencilTexture(256, 256); protected: friend Persistence::SelectionPtrBase<std::shared_ptr<Foliage>>; diff --git a/gfx/gl/shaders/shadowStencil.fs b/gfx/gl/shaders/shadowStencil.fs new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.fs diff --git a/gfx/gl/shaders/shadowStencil.vs b/gfx/gl/shaders/shadowStencil.vs new file mode 100644 index 0000000..4f4c250 --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.vs @@ -0,0 +1,11 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +include(`meshIn.glsl') +uniform mat4 viewProjection; + +void +main() +{ + gl_Position = viewProjection * vec4(position, 1); +} diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp new file mode 100644 index 0000000..6d5fa40 --- /dev/null +++ b/gfx/gl/shadowStenciller.cpp @@ -0,0 +1,51 @@ +#include "shadowStenciller.h" +#include "config/types.h" +#include "gfx/gl/program.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} +{ + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glDrawBuffer(GL_NONE); + glReadBuffer(GL_NONE); + glBindFramebuffer(GL_FRAMEBUFFER, 0); +} + +glTexture +ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) +{ + glTexture stencil; + glBindTexture(GL_TEXTURE_2D, stencil); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr); + + return stencil; +} + +void +ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const RelativePosition3D & mins, + const RelativePosition3D & maxs) const +{ + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + throw std::runtime_error("Stencil framebuffer not complete!"); + } + glUseProgram(shadowCaster); + glClear(GL_DEPTH_BUFFER_BIT); + glViewport(0, 0, 256, 256); + glEnable(GL_DEPTH_TEST); + 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); + mesh.Draw(); +} diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h new file mode 100644 index 0000000..460fa68 --- /dev/null +++ b/gfx/gl/shadowStenciller.h @@ -0,0 +1,21 @@ +#pragma once + +#include "config/types.h" +#include "gfx/gl/program.h" +#include "gfx/models/mesh.h" +#include "glArrays.h" + +class ShadowStenciller { +public: + ShadowStenciller(); + + [[nodiscard]] + static glTexture createStencilTexture(GLsizei width, GLsizei height); + void renderStencil(const glTexture &, const MeshBase &, const RelativePosition3D & mins, + const RelativePosition3D & maxs) const; + +private: + glFrameBuffer fbo; + Program shadowCaster; + Program::UniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; +}; |