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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-09-23 20:12:48 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-09-23 20:12:48 +0100 |
commit | dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c (patch) | |
tree | 0a880b2d14ac152014649d32088b73f17bf77297 /game/scenary/foliage.cpp | |
parent | Merge branch 'sunpos' (diff) | |
parent | Populate all layers of shadow stencil with view from all around (diff) | |
download | ilt-dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c.tar.bz2 ilt-dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c.tar.xz ilt-dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c.zip |
Psycho-rebased branch billboard-shadows on top of main
Diffstat (limited to 'game/scenary/foliage.cpp')
-rw-r--r-- | game/scenary/foliage.cpp | 24 |
1 files changed, 18 insertions, 6 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 73d285f..1e7424e 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) @@ -17,6 +16,17 @@ Foliage::postLoad() texture = getTexture(); bodyMesh->configureVAO(instanceVAO) .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + VertexArrayObject {instancePointVAO}.addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>( + instances.bufferName()); +} + +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 @@ -35,10 +45,12 @@ void Foliage::shadows(const ShadowMapper & mapper) const { if (const auto count = instances.size()) { - mapper.dynamicPointInstWithTextures.use(); - if (texture) { - texture->bind(GL_TEXTURE3); - } - bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); + const auto dimensions = bodyMesh->getDimensions(); + mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D_ARRAY, shadowStencil); + glBindVertexArray(instancePointVAO); + glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(count)); + glBindVertexArray(0); } } |