diff options
-rw-r--r-- | game/scenary/foliage.cpp | 13 | ||||
-rw-r--r-- | game/scenary/foliage.h | 1 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 9 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.cpp | 15 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.h | 3 |
5 files changed, 28 insertions, 13 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index ba1b37e..13d2f3b 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -3,7 +3,6 @@ #include "gfx/gl/shadowMapper.h" #include "gfx/gl/vertexArrayObject.h" #include "gfx/models/texture.h" -#include "location.h" bool Foliage::persist(Persistence::PersistenceStore & store) @@ -17,9 +16,15 @@ Foliage::postLoad() texture = getTexture(); bodyMesh->configureVAO(instanceVAO) .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); - ShadowStenciller ss; - ss.renderStencil(shadowStencil, *bodyMesh, texture); - Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); +} + +void +Foliage::updateStencil(const ShadowStenciller & ss) const +{ + if (instances.size() > 0) { + ss.renderStencil(shadowStencil, *bodyMesh, texture); + Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); + } } void diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index 5367d44..fa6c63b 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -20,6 +20,7 @@ public: mutable InstanceVertices<LocationVertex> instances; void render(const SceneShader &) const override; void shadows(const ShadowMapper &) const override; + void updateStencil(const ShadowStenciller &) const override; glTexture shadowStencil = ShadowStenciller::createStencilTexture(256, 256); protected: 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"}; }; |