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authorDan Goodliffe <dan@randomdan.homeip.net>2024-08-19 23:07:12 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-08-19 23:07:12 +0100
commit08c9a8ea438f25ae8012d80d2c2c74c799f5543c (patch)
treef762bb030223c923c4ce6c861611cda1f50a8fef /gfx
parentUpdate asset stencils from shadow mapper (diff)
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Shuffle some GL state setting
Ensures the right things are set at the right times, it's more calls but its less prone to randomly getting screwed over. Also updates the comments about which phases do what.
Diffstat (limited to 'gfx')
-rw-r--r--gfx/gl/sceneRenderer.cpp20
-rw-r--r--gfx/gl/shadowMapper.cpp5
-rw-r--r--gfx/gl/shadowStenciller.cpp1
3 files changed, 20 insertions, 6 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index e0938f2..7aace49 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -62,7 +62,7 @@ SceneRenderer::render(const SceneProvider & scene) const
shader.setViewProjection(camera.getPosition(), camera.getViewProjection());
glViewport(0, 0, size.x, size.y);
- // Geometry pass
+ // Geometry/colour pass - writes albedo, normal and position textures
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
@@ -73,7 +73,13 @@ SceneRenderer::render(const SceneProvider & scene) const
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
scene.content(shader);
- // Illumination pass
+ // Environment pass -
+ // * ambient - clears illumination texture - see setAmbientLight
+ // * directional - updates shadowMapper, reads normal and position, writes illumination - see setDirectionalLight
+ scene.environment(shader, *this);
+
+ // Scene lights pass -
+ // * per light - reads normal and position, writes illumination
glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glBlendFunc(GL_ONE, GL_ONE);
glActiveTexture(GL_TEXTURE0);
@@ -82,11 +88,10 @@ SceneRenderer::render(const SceneProvider & scene) const
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper);
- scene.environment(shader, *this);
glDisable(GL_DEPTH_TEST);
scene.lights(shader);
- // Lighting pass
+ // Composition pass - reads albedo and illumination, writes output
glBindFramebuffer(GL_FRAMEBUFFER, output);
glViewport(0, 0, size.x, size.y);
glCullFace(GL_BACK);
@@ -114,6 +119,13 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc
if (colour.r > 0 || colour.g > 0 || colour.b > 0) {
const auto lvp = shadowMapper.update(scene, direction, camera);
glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, gPosition);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, gNormal);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper);
glViewport(0, 0, size.x, size.y);
dirLight.use();
dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp);
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 9b9e404..ff0634e 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -77,15 +77,18 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV
ShadowMapper::Definitions
ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const
{
+ glCullFace(GL_FRONT);
+ glEnable(GL_DEPTH_TEST);
+
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);
glViewport(0, 0, size.x, size.y);
const auto lightViewDir = glm::lookAt({}, dir, up);
diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp
index 9f13808..fc3d77c 100644
--- a/gfx/gl/shadowStenciller.cpp
+++ b/gfx/gl/shadowStenciller.cpp
@@ -45,7 +45,6 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh
glUseProgram(shadowCaster);
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 256, 256);
- glEnable(GL_DEPTH_TEST);
const auto & centre = mesh.getDimensions().centre;
const auto & size = mesh.getDimensions().size;
const auto extentsMat