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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
commitaa75b018f3b97c72b57de68867417cbda51439c3 (patch)
tree446efaad2727ae6bff6433e8bfbf590e99d5e310 /gfx/gl/shadowMapper.cpp
parentAdd GL_DEBUG_OUTPUT with boost test error handling to test-render context (diff)
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Initial commit of the shadow map generator and shadows render interface
Lots of hard coding, buggy in places, far from great, but the basics work.
Diffstat (limited to 'gfx/gl/shadowMapper.cpp')
-rw-r--r--gfx/gl/shadowMapper.cpp92
1 files changed, 92 insertions, 0 deletions
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
new file mode 100644
index 0000000..4cc2e24
--- /dev/null
+++ b/gfx/gl/shadowMapper.cpp
@@ -0,0 +1,92 @@
+#include "shadowMapper.h"
+#include "gfx/gl/shaders/fs-shadowCast.h"
+#include "gfx/gl/shaders/vs-shadowDynamicPoint.h"
+#include "gfx/gl/shaders/vs-shadowFixedPoint.h"
+#include "gfx/models/texture.h"
+#include "location.hpp"
+#include "maths.h"
+#include "sceneProvider.h"
+#include "sceneShader.h"
+#include <glm/gtc/type_ptr.hpp>
+#include <glm/gtx/transform.hpp>
+#include <glm/matrix.hpp>
+
+ShadowMapper::ShadowMapper(const glm::ivec2 & s) : size {s}
+{
+ glBindTexture(GL_TEXTURE_2D, depthMap);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ static constexpr glm::vec3 border {std::numeric_limits<float>::infinity()};
+ // static constexpr glm::vec3 border {1};
+ glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::value_ptr(border));
+
+ glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ throw std::runtime_error("Framebuffer not complete!");
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+glm::mat4x4
+ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir) const
+{
+ const glm::vec3 centre {1200.F, 1200.F, 0.F};
+ const glm::vec3 range = glm::normalize(dir) * 1800.F;
+ const auto lightProjection = glm::ortho(-1200.F, 1200.F, -1200.F, 1200.F, 0.F, 3600.F);
+ const auto lightView = glm::lookAt(centre - range, centre, north);
+ const auto lightViewProjection = lightProjection * lightView;
+ fixedPoint.setViewProjection(lightViewProjection);
+ dynamicPoint.setViewProjection(lightViewProjection);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
+ glViewport(0, 0, size.x, size.y);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+ glCullFace(GL_FRONT);
+ scene.shadows(*this);
+ glCullFace(GL_BACK);
+
+ // Texture::saveDepth(depthMap, size, "/tmp/depth.tga");
+ return lightViewProjection;
+}
+
+ShadowMapper::FixedPoint::FixedPoint() :
+ Program {shadowFixedPoint_vs, shadowCast_fs}, viewProjectionLoc {*this, "viewProjection"}
+{
+}
+void
+ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection) const
+{
+ use();
+ glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
+}
+void
+ShadowMapper::FixedPoint::use() const
+{
+ glUseProgram(*this);
+}
+
+ShadowMapper::DynamicPoint::DynamicPoint() :
+ Program {shadowDynamicPoint_vs, shadowCast_fs}, viewProjectionLoc {*this, "viewProjection"}, modelLoc {
+ *this, "model"}
+{
+}
+void
+ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection) const
+{
+ glUseProgram(*this);
+ glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
+}
+void
+ShadowMapper::DynamicPoint::use(const Location & location) const
+{
+ glUseProgram(*this);
+ const auto model = glm::translate(location.pos) * rotate_ypr(location.rot);
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+}