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authorDan Goodliffe <dan@randomdan.homeip.net>2024-07-20 12:55:15 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-08-10 18:11:59 +0100
commit4ba67f34eac848e43bad2ccc4b5c09ac65dd7952 (patch)
tree999331eb0a08ab9c995e4d39b5d3980eb7f8018b /gfx/gl/shadowStenciller.cpp
parentCalculate and store the extents of a mesh (diff)
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Use mesh extents for shadow stencil extents
Diffstat (limited to 'gfx/gl/shadowStenciller.cpp')
-rw-r--r--gfx/gl/shadowStenciller.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp
index 6d5fa40..e20eda1 100644
--- a/gfx/gl/shadowStenciller.cpp
+++ b/gfx/gl/shadowStenciller.cpp
@@ -32,8 +32,7 @@ ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height)
}
void
-ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const RelativePosition3D & mins,
- const RelativePosition3D & maxs) const
+ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh) const
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0);
@@ -44,6 +43,8 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 256, 256);
glEnable(GL_DEPTH_TEST);
+ const auto & mins = mesh.minExtent();
+ const auto & maxs = mesh.maxExtent();
const auto extents = glm::ortho(mins.x, maxs.x, mins.z, maxs.z, mins.y, maxs.y);
const auto lightDir = glm::lookAt({}, north, up);
glUniform(viewProjectionLoc, extents * lightDir);