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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/sceneRenderer.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/sceneRenderer.cpp')
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index ee2b1ee..e7ce049 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -112,7 +112,7 @@ SceneRenderer::setDirectionalLight( glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); glViewport(0, 0, size.x, size.y); dirLight.use(); - dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions); + dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions, lvp.maps); renderQuad(); } } @@ -135,13 +135,13 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : void SceneRenderer::DirectionalLightProgram::setDirectionalLight(const glm::vec3 & c, const glm::vec3 & d, - const std::span<const glm::mat4x4> lvp, const std::span<const glm::vec4> shadowMapRegions) const + const std::span<const glm::mat4x4> lvp, const std::span<const glm::vec4> shadowMapRegions, + std::size_t maps) const { glUniform3fv(colourLoc, 1, glm::value_ptr(c)); const auto nd = glm::normalize(d); glUniform3fv(directionLoc, 1, glm::value_ptr(nd)); - glUniform1ui(lightViewProjectionCountLoc, static_cast<GLuint>(lvp.size())); - glUniformMatrix4fv(lightViewProjectionLoc, static_cast<GLsizei>(lvp.size()), GL_FALSE, glm::value_ptr(lvp.front())); - glUniform4fv(lightViewShadowMapRegionLoc, static_cast<GLsizei>(shadowMapRegions.size()), - glm::value_ptr(shadowMapRegions.front())); + glUniform1ui(lightViewProjectionCountLoc, static_cast<GLuint>(maps)); + glUniformMatrix4fv(lightViewProjectionLoc, static_cast<GLsizei>(maps), GL_FALSE, glm::value_ptr(lvp.front())); + glUniform4fv(lightViewShadowMapRegionLoc, static_cast<GLsizei>(maps), glm::value_ptr(shadowMapRegions.front())); } |