diff options
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 20 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 5 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.cpp | 1 |
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 |