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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-09-23 20:12:48 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-09-23 20:12:48 +0100 |
commit | dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c (patch) | |
tree | 0a880b2d14ac152014649d32088b73f17bf77297 /gfx/gl/shadowStenciller.cpp | |
parent | Merge branch 'sunpos' (diff) | |
parent | Populate all layers of shadow stencil with view from all around (diff) | |
download | ilt-dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c.tar.bz2 ilt-dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c.tar.xz ilt-dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c.zip |
Psycho-rebased branch billboard-shadows on top of main
Diffstat (limited to 'gfx/gl/shadowStenciller.cpp')
-rw-r--r-- | gfx/gl/shadowStenciller.cpp | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp new file mode 100644 index 0000000..da2b3a0 --- /dev/null +++ b/gfx/gl/shadowStenciller.cpp @@ -0,0 +1,77 @@ +#include "shadowStenciller.h" +#include "gfx/gl/program.h" +#include "gfx/gl/shaders/fs-shadowStencil.h" +#include "gfx/gl/shaders/gs-shadowStencil.h" +#include "gfx/gl/shaders/vs-shadowStencil.h" +#include "gfx/models/mesh.h" +#include "glArrays.h" +#include "gl_traits.h" +#include "maths.h" +#include <stdexcept> + +namespace { + static constexpr std::array<float, 8> anglesEigthPi {-3, -2, -1, 0, 1, 2, 3, 4}; + static const auto angles = anglesEigthPi * [](auto ep) { + return rotate_yaw(ep * quarter_pi); + }; +} + +ShadowStenciller::ShadowStenciller() : + shadowCaster {shadowStencil_vs, shadowStencil_gs, shadowStencil_fs}, viewProjections {} +{ + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glDrawBuffer(GL_NONE); + glReadBuffer(GL_NONE); + glBindFramebuffer(GL_FRAMEBUFFER, 0); +} + +void +ShadowStenciller::setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp) +{ + lightDirMat = glm::lookAt(-lightDir, {}, lightDirUp); + viewProjections = angles * [this](const auto & a) { + return lightDirMat * a; + }; +} + +glTexture +ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) +{ + glTexture stencil; + glBindTexture(GL_TEXTURE_2D_ARRAY, stencil); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT, width, height, 8, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, + nullptr); + + return stencil; +} + +void +ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const Texture::AnyPtr texture) const +{ + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0); + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + throw std::runtime_error("Stencil framebuffer not complete!"); + } + if (texture) { + texture->bind(); + } + glUseProgram(shadowCaster); + glClear(GL_DEPTH_BUFFER_BIT); + glViewport(0, 0, 256, 256); + const auto & centre = mesh.getDimensions().centre; + const auto & size = mesh.getDimensions().size; + const auto extentsMat + = glm::translate(glm::ortho(-size, size, -size, size, -size, size), {-centre.x, -centre.z, -centre.y}); + glUniform(viewProjectionLoc, std::span<const glm::mat4> {viewProjections * [&](const auto & vp) { + return extentsMat * vp; + }}); + mesh.Draw(); +} |