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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-28 15:13:01 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-28 15:13:05 +0000
commit80cfd4e0d5e928c2ffed9c4510441fb950908665 (patch)
tree480f819d4bb7eaf7ad6f86c9a2f9bce3c91b09c2 /gfx/gl/sceneRenderer.cpp
parentRender some train bodies to test shadowing (diff)
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Initial support for multiple shadow maps in the same texture
Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r--gfx/gl/sceneRenderer.cpp11
1 files changed, 8 insertions, 3 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 1d7507a..0fcf471 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -129,16 +129,21 @@ SceneRenderer::setDirectionalLight(
SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
Program {lightingShader_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"},
- colourLoc {*this, "lightColour"}, lightViewProjectionLoc {*this, "lightViewProjection"}
+ colourLoc {*this, "lightColour"}, lightViewProjectionLoc {*this, "lightViewProjection"},
+ lightViewProjectionCountLoc {*this, "lightViewProjectionCount"}, lightViewShadowMapRegionLoc {
+ *this, "shadowMapRegion"}
{
}
void
SceneRenderer::DirectionalLightProgram::setDirectionalLight(
- const glm::vec3 & c, const glm::vec3 & d, const glm::mat4x4 & lvp) const
+ const glm::vec3 & c, const glm::vec3 & d, const std::span<const glm::mat4x4> lvp) const
{
+ constexpr glm::vec4 shadowMapRegions {0.5F, 0.5F, 0.5F, 0.5F};
glUniform3fv(colourLoc, 1, glm::value_ptr(c));
const auto nd = glm::normalize(d);
glUniform3fv(directionLoc, 1, glm::value_ptr(nd));
- glUniformMatrix4fv(lightViewProjectionLoc, 1, GL_FALSE, glm::value_ptr(lvp));
+ glUniform1ui(lightViewProjectionCountLoc, static_cast<GLuint>(lvp.size()));
+ glUniformMatrix4fv(lightViewProjectionLoc, static_cast<GLsizei>(lvp.size()), GL_FALSE, glm::value_ptr(lvp.front()));
+ glUniform4fv(lightViewShadowMapRegionLoc, 1, glm::value_ptr(shadowMapRegions));
}