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authorDan Goodliffe <dan@randomdan.homeip.net>2023-01-07 15:41:04 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-01-07 15:41:04 +0000
commit839bf2ab51c4ec55f06b4224716c564451758072 (patch)
tree63800794b1bcff504947cde45472d0c893f0aeda /gfx/gl/shadowMapper.h
parentmin/mag filter for shadow mapper depth map texture (diff)
downloadilt-839bf2ab51c4ec55f06b4224716c564451758072.tar.bz2
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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/shadowMapper.h')
-rw-r--r--gfx/gl/shadowMapper.h10
1 files changed, 6 insertions, 4 deletions
diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h
index 0ce6898..bdbd39f 100644
--- a/gfx/gl/shadowMapper.h
+++ b/gfx/gl/shadowMapper.h
@@ -7,16 +7,18 @@
class SceneProvider;
class Camera;
+#include <gfx/models/texture.h>
class ShadowMapper {
public:
explicit ShadowMapper(const glm::ivec2 & size);
static constexpr std::size_t SHADOW_BANDS {4};
- template<std::size_t S> struct Definitions {
- std::array<glm::mat4x4, S> projections;
- std::array<glm::vec4, S> regions;
+ struct Definitions {
+ std::array<glm::mat4x4, SHADOW_BANDS> projections;
+ std::array<glm::vec4, SHADOW_BANDS> regions;
+ size_t maps {};
};
- Definitions<SHADOW_BANDS> update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const;
+ Definitions update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const;
class FixedPoint : public Program {
public: