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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-30 22:13:56 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-30 22:13:56 +0000 |
commit | 72ec5dd096a3110e8085919f4c0e3320ef176657 (patch) | |
tree | 7eb3c254b681d2cafbc9ce8f13b285a9313474c4 /gfx/gl | |
parent | Remove the complications from previously storing several shadow maps in the t... (diff) | |
download | ilt-72ec5dd096a3110e8085919f4c0e3320ef176657.tar.bz2 ilt-72ec5dd096a3110e8085919f4c0e3320ef176657.tar.xz ilt-72ec5dd096a3110e8085919f4c0e3320ef176657.zip |
Adjust light view projection matrix upfront
Saves doing it per pixel, per region later
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 8 | ||||
-rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 8 |
2 files changed, 11 insertions, 5 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 2dd1760..517d51e 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -137,14 +137,20 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : { } +const auto toTextureSpaceMat = glm::translate(glm::identity<glm::mat4>(), glm::vec3 {0.5F}) + * glm::scale(glm::identity<glm::mat4>(), glm::vec3 {0.5F}); + void SceneRenderer::DirectionalLightProgram::setDirectionalLight( const RGB & c, const Direction3D & d, const GlobalPosition3D & p, const std::span<const glm::mat4x4> lvp) const { + const auto toTextureSpace = [](const glm::mat4 & m) { + return toTextureSpaceMat * m; + }; glUniform(colourLoc, c); const auto nd = glm::normalize(d); glUniform(directionLoc, nd); glUniform(lightPointLoc, p); glUniform(lightViewProjectionCountLoc, static_cast<GLuint>(lvp.size())); - glUniform(lightViewProjectionLoc, lvp); + glUniform(lightViewProjectionLoc, std::span<const glm::mat4> {lvp * toTextureSpace}); } diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index c49bb8d..24457b8 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -19,18 +19,18 @@ uniform uint lightViewProjectionCount; const vec3 e1 = vec3(0, 0, 0), e2 = vec3(1, 1, 1); - float +float insideShadowCube(vec3 v) { const vec3 s = step(e1, v) - step(e2, v); return s.x * s.y * s.z; } - float +float isShaded(vec4 Position) { for (uint m = 0u; m < lightViewProjectionCount; m++) { - const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz * .5 + .5; + const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { const float lightSpaceDepth = texture(shadowMap, vec3(PositionInLightSpace.xy, m)).r; @@ -40,7 +40,7 @@ isShaded(vec4 Position) return 0; } - void +void main() { const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); |