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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-01-07 15:41:04 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-01-07 15:41:04 +0000 |
commit | 839bf2ab51c4ec55f06b4224716c564451758072 (patch) | |
tree | 63800794b1bcff504947cde45472d0c893f0aeda /gfx/gl/camera.cpp | |
parent | min/mag filter for shadow mapper depth map texture (diff) | |
download | ilt-839bf2ab51c4ec55f06b4224716c564451758072.tar.bz2 ilt-839bf2ab51c4ec55f06b4224716c564451758072.tar.xz ilt-839bf2ab51c4ec55f06b4224716c564451758072.zip |
Only generate the first N shadow maps which are useful
Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
Diffstat (limited to 'gfx/gl/camera.cpp')
-rw-r--r-- | gfx/gl/camera.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index b52eca7..2ea326d 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -34,19 +34,19 @@ Camera::upFromForward(const glm::vec3 & forward) return glm::cross(forward, right); } -std::array<glm::vec3, 4> +std::array<glm::vec4, 4> Camera::extentsAtDist(const float dist) const { - const auto clampToSeaFloor = [this](const glm::vec3 & target) { + const auto clampToSeaFloor = [this, dist](const glm::vec3 & target) { if (target.z < -1.5f) { const auto vec = glm::normalize(target - position); constexpr glm::vec3 seafloor {0, 0, -1.5}; float outdist; if (glm::intersectRayPlane(position, vec, seafloor, ::up, outdist)) { - return vec * outdist + position; + return (vec * outdist + position) ^ outdist; } } - return target; + return target ^ dist; }; const auto depth = -(2.f * (dist - near) * far) / (dist * (near - far)) - 1.f; static constexpr const std::array extents {-1.F, 1.F}; |