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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-19 23:26:32 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-19 23:26:32 +0100 |
commit | dd452f3e9238be954c3ecd325ed11e97a50ec1c3 (patch) | |
tree | ffe8390a875dbd252085ec0ee3ec1cd8cd68a0c7 /gfx/gl | |
parent | Shuffle some GL state setting (diff) | |
download | ilt-dd452f3e9238be954c3ecd325ed11e97a50ec1c3.tar.bz2 ilt-dd452f3e9238be954c3ecd325ed11e97a50ec1c3.tar.xz ilt-dd452f3e9238be954c3ecd325ed11e97a50ec1c3.zip |
Persist a single ShadowStenciller within ShadowMapper
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 2 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.h | 2 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.cpp | 9 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.h | 6 |
4 files changed, 14 insertions, 5 deletions
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index ff0634e..d9dd24f 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -80,7 +80,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const glCullFace(GL_FRONT); glEnable(GL_DEPTH_TEST); - ShadowStenciller shadowStenciller {dir, up}; + shadowStenciller.setLightDirection(dir, up); for (const auto & [id, asset] : gameState->assets) { if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) { r->updateStencil(shadowStenciller); diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index 73dadd0..280a0cd 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -1,6 +1,7 @@ #pragma once #include "config/types.h" +#include "gfx/gl/shadowStenciller.h" #include "lib/glArrays.h" #include "program.h" #include <gfx/models/texture.h> @@ -61,4 +62,5 @@ private: glFrameBuffer depthMapFBO; glTexture depthMap; TextureAbsCoord size; + mutable ShadowStenciller shadowStenciller; }; diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index fc3d77c..ac63b4e 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -7,8 +7,7 @@ #include "gl_traits.h" #include <stdexcept> -ShadowStenciller::ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp) : - shadowCaster {shadowStencil_vs, shadowStencil_fs}, lightDirMat {glm::lookAt(-lightDir, {}, lightDirUp)} +ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_fs} { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDrawBuffer(GL_NONE); @@ -16,6 +15,12 @@ ShadowStenciller::ShadowStenciller(const Direction3D & lightDir, const Direction glBindFramebuffer(GL_FRAMEBUFFER, 0); } +void +ShadowStenciller::setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp) +{ + lightDirMat = glm::lookAt(-lightDir, {}, lightDirUp); +} + glTexture ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) { diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 87dc044..009285c 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -7,15 +7,17 @@ class ShadowStenciller { public: - ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp); + ShadowStenciller(); [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); + void setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp); void renderStencil(const glTexture &, const MeshBase &, const Texture::AnyPtr texture) const; private: glFrameBuffer fbo; Program shadowCaster; - glm::mat4 lightDirMat; Program::UniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; + + glm::mat4 lightDirMat {}; }; |