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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-23 21:46:21 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-26 00:07:19 +0100
commite751ab465bbbf1365ec6e108c64dafd03ce42f1d (patch)
treed0c6dc9cd16ea6cdedc89e575af7b012d935d4cb /gfx/gl
parentHandle rendering of RailVehicles through RailVehicleClass instancing (diff)
downloadilt-e751ab465bbbf1365ec6e108c64dafd03ce42f1d.tar.bz2
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Pop and complete instanced shadow support
Diffstat (limited to 'gfx/gl')
-rw-r--r--gfx/gl/shaders/shadowDynamicPointInst.vs13
-rw-r--r--gfx/gl/shadowMapper.cpp7
-rw-r--r--gfx/gl/shadowMapper.h4
3 files changed, 20 insertions, 4 deletions
diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs
new file mode 100644
index 0000000..eb7313a
--- /dev/null
+++ b/gfx/gl/shaders/shadowDynamicPointInst.vs
@@ -0,0 +1,13 @@
+#version 330 core
+
+include(`meshIn.glsl')
+layout(location = 5) in mat4 model;
+
+uniform mat4 viewProjection;
+
+void
+main()
+{
+ gl_Position = viewProjection * model * vec4(position, 1.0);
+ gl_Position.z = max(gl_Position.z, -1);
+}
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 7649a54..9f1e420 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -2,6 +2,7 @@
#include "camera.h"
#include "collections.hpp"
#include "gfx/gl/shaders/vs-shadowDynamicPoint.h"
+#include "gfx/gl/shaders/vs-shadowDynamicPointInst.h"
#include "gfx/gl/shaders/vs-shadowFixedPoint.h"
#include "location.hpp"
#include "maths.h"
@@ -14,7 +15,8 @@
#include <tuple>
#include <vector>
-ShadowMapper::ShadowMapper(const glm::ivec2 & s) : size {s}
+ShadowMapper::ShadowMapper(const glm::ivec2 & s) :
+ fixedPoint {shadowFixedPoint_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s}
{
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
@@ -144,6 +146,7 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C
const auto lightViewProjection = lightProjection * lightView;
fixedPoint.setViewProjection(lightViewProjection);
dynamicPoint.setViewProjection(lightViewProjection);
+ dynamicPointInst.setViewProjection(lightViewProjection);
const auto & viewport = viewports[bands][out.maps];
glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w);
@@ -157,7 +160,7 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C
return out;
}
-ShadowMapper::FixedPoint::FixedPoint() : Program {shadowFixedPoint_vs}, viewProjectionLoc {*this, "viewProjection"} { }
+ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) : Program {vs}, viewProjectionLoc {*this, "viewProjection"} { }
void
ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection) const
{
diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h
index a5c2c7b..36371eb 100644
--- a/gfx/gl/shadowMapper.h
+++ b/gfx/gl/shadowMapper.h
@@ -22,7 +22,7 @@ public:
class FixedPoint : public Program {
public:
- FixedPoint();
+ FixedPoint(const Shader & vs);
void setViewProjection(const glm::mat4 &) const;
void use() const;
@@ -40,7 +40,7 @@ public:
RequiredUniformLocation viewProjectionLoc;
RequiredUniformLocation modelLoc;
};
- FixedPoint fixedPoint;
+ FixedPoint fixedPoint, dynamicPointInst;
DynamicPoint dynamicPoint;
// NOLINTNEXTLINE(hicpp-explicit-conversions)