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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-18 16:14:29 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-18 18:00:06 +0100 |
commit | 172beac34e82c86f8c16b8a1be5fca9d7ccfc0d1 (patch) | |
tree | 22607b9012b8140e6f80fad39f49d899ef12908c /gfx | |
parent | Add updateStencil to Renderable interface (diff) | |
download | ilt-172beac34e82c86f8c16b8a1be5fca9d7ccfc0d1.tar.bz2 ilt-172beac34e82c86f8c16b8a1be5fca9d7ccfc0d1.tar.xz ilt-172beac34e82c86f8c16b8a1be5fca9d7ccfc0d1.zip |
Update asset stencils from shadow mapper
Diffstat (limited to 'gfx')
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 9 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.cpp | 15 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.h | 3 |
3 files changed, 18 insertions, 9 deletions
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index a846a3d..9b9e404 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -1,6 +1,7 @@ #include "shadowMapper.h" #include "camera.h" #include "collections.h" +#include "game/gamestate.h" #include "gfx/gl/shaders/fs-shadowDynamicPointInstWithTextures.h" #include "gfx/gl/shaders/gs-commonShadowPoint.h" #include "gfx/gl/shaders/gs-shadowDynamicPointInstWithTextures.h" @@ -8,6 +9,8 @@ #include "gfx/gl/shaders/vs-shadowDynamicPointInst.h" #include "gfx/gl/shaders/vs-shadowDynamicPointInstWithTextures.h" #include "gfx/gl/shaders/vs-shadowLandmass.h" +#include "gfx/gl/shadowStenciller.h" +#include "gfx/renderable.h" #include "gl_traits.h" #include "location.h" #include "maths.h" @@ -74,6 +77,12 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV ShadowMapper::Definitions ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const { + ShadowStenciller shadowStenciller {dir, up}; + for (const auto & [id, asset] : gameState->assets) { + if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) { + r->updateStencil(shadowStenciller); + } + } glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glClear(GL_DEPTH_BUFFER_BIT); glCullFace(GL_FRONT); diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index dc87d76..9f13808 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -1,15 +1,14 @@ #include "shadowStenciller.h" -#include "config/types.h" #include "gfx/gl/program.h" #include "gfx/gl/shaders/fs-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> -ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_fs} +ShadowStenciller::ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp) : + shadowCaster {shadowStencil_vs, shadowStencil_fs}, lightDirMat {glm::lookAt(-lightDir, {}, lightDirUp)} { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDrawBuffer(GL_NONE); @@ -47,10 +46,10 @@ 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.getDimensions().minExtent; - const auto & maxs = mesh.getDimensions().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); + 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, extentsMat * lightDirMat); mesh.Draw(); } diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index bf6d204..87dc044 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -7,7 +7,7 @@ class ShadowStenciller { public: - ShadowStenciller(); + ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp); [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); @@ -16,5 +16,6 @@ public: private: glFrameBuffer fbo; Program shadowCaster; + glm::mat4 lightDirMat; Program::UniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; }; |