diff options
author | Dan Goodliffe <dan@randomdan.homeip.net> | 2025-03-13 20:42:33 +0000 |
---|---|---|
committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2025-03-13 20:42:33 +0000 |
commit | b9771cbeb80e5b540587a01be145154612bbc83d (patch) | |
tree | 6dff7eb8ff1deaa4b11697d7b5a27fac8bff3432 /gfx/gl/shadowMapper.cpp | |
parent | Split core view definition out of Camera into Frustum (diff) | |
parent | Split Terrain::generateMeshes into smaller functions (diff) | |
download | ilt-b9771cbeb80e5b540587a01be145154612bbc83d.tar.bz2 ilt-b9771cbeb80e5b540587a01be145154612bbc83d.tar.xz ilt-b9771cbeb80e5b540587a01be145154612bbc83d.zip |
Merge branch 'culling'
Diffstat (limited to 'gfx/gl/shadowMapper.cpp')
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 908dbdb..6525f76 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -1,6 +1,7 @@ #include "shadowMapper.h" #include "collections.h" #include "game/gamestate.h" +#include "gfx/aabb.h" #include "gfx/gl/shaders/fs-shadowDynamicPointInstWithTextures.h" #include "gfx/gl/shaders/fs-shadowDynamicPointStencil.h" #include "gfx/gl/shaders/gs-commonShadowPoint.h" @@ -19,7 +20,6 @@ #include "maths.h" #include "sceneProvider.h" #include "sceneShader.h" -#include "sorting.h" #include <gfx/camera.h> #include <glm/gtc/type_ptr.hpp> #include <glm/gtx/transform.hpp> @@ -56,7 +56,7 @@ constexpr auto shadowBands = []<GlobalDistance... ints>(const float scaleFactor, std::integer_sequence<GlobalDistance, ints...>) { const auto base = 10'000'000 / pow(scaleFactor, sizeof...(ints) - 1); return std::array {1, static_cast<GlobalDistance>((base * pow(scaleFactor, ints)))...}; - }(6.6F, std::make_integer_sequence<GlobalDistance, ShadowMapper::SHADOW_BANDS>()); + }(4.6F, std::make_integer_sequence<GlobalDistance, ShadowMapper::SHADOW_BANDS>()); static_assert(shadowBands.front() == 1); static_assert(shadowBands.back() == 10'000'000); @@ -102,30 +102,30 @@ ShadowMapper::update(const SceneProvider & scene, const LightDirection & dir, co const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); Definitions out; Sizes sizes; - std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()), - std::back_inserter(out), - [bands = bandViewExtents.size() - 2, &lightViewDir, &sizes](const auto & near, const auto & far) mutable { - const auto extents_minmax - = [extents = std::span {near.begin(), far.end()}](auto && comp, RelativeDistance extra) { - const auto mm = std::minmax_element(extents.begin(), extents.end(), comp); - return std::make_pair(comp.get(*mm.first) - extra, comp.get(*mm.second) + extra); - }; - const std::array extents = {extents_minmax(CompareBy {0}, 0), extents_minmax(CompareBy {1}, 0), - extents_minmax(CompareBy {2}, 10'000)}; - - const auto lightProjection = [](const auto & x, const auto & y, const auto & z) { - return glm::ortho(x.first, x.second, y.first, y.second, -z.second, -z.first); - }(extents[0], extents[1], extents[2]); - - sizes.emplace_back(extents[0].second - extents[0].first, extents[1].second - extents[1].first, - extents[2].second - extents[2].first); + using ExtentsBoundingBox = AxisAlignedBoundingBox<RelativeDistance>; + std::ranges::transform(bandViewExtents | std::views::pairwise, std::back_inserter(out), + [&lightViewDir, &sizes](const auto & band) mutable { + const auto & [near, far] = band; + auto extents = ExtentsBoundingBox::fromPoints(std::span {near.begin(), far.end()}); + extents.min.z -= 10'000.F; + extents.max.z += 10'000.F; + const auto lightProjection = glm::ortho( + extents.min.x, extents.max.x, extents.min.y, extents.max.y, -extents.max.z, -extents.min.z); + sizes.emplace_back(extents.max - extents.min); return lightProjection * lightViewDir; }); for (const auto p : std::initializer_list<const ShadowProgram *> { &landmess, &dynamicPoint, &dynamicPointInst, &dynamicPointInstWithTextures, &stencilShadowProgram}) { p->setView(out, sizes, lightViewPoint); } - scene.shadows(*this); + ExtentsBoundingBox extents {lightViewPoint, lightViewPoint}; + for (const auto & point : bandViewExtents.back()) { + extents += point; + } + const auto lightProjection + = glm::ortho(extents.min.x, extents.max.x, extents.min.y, extents.max.y, -extents.max.z, -extents.min.z); + Frustum frustum {lightViewPoint, lightViewDir, lightProjection}; + scene.shadows(*this, frustum); glCullFace(GL_BACK); |