summaryrefslogtreecommitdiff
path: root/gfx/gl/sceneRenderer.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r--gfx/gl/sceneRenderer.cpp23
1 files changed, 13 insertions, 10 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 4c96902..517d51e 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -81,7 +81,7 @@ SceneRenderer::render(const SceneProvider & scene) const
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, shadowMapper);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper);
scene.environment(shader, *this);
glDisable(GL_DEPTH_TEST);
scene.lights(shader);
@@ -116,7 +116,7 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc
glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glViewport(0, 0, size.x, size.y);
dirLight.use();
- dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp.projections, lvp.regions, lvp.maps);
+ dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp);
renderQuad();
}
}
@@ -133,21 +133,24 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
Program {lighting_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"},
colourLoc {*this, "lightColour"}, lightPointLoc {*this, "lightPoint"},
lightViewProjectionLoc {*this, "lightViewProjection"},
- lightViewProjectionCountLoc {*this, "lightViewProjectionCount"},
- lightViewShadowMapRegionLoc {*this, "shadowMapRegion"}
+ lightViewProjectionCountLoc {*this, "lightViewProjectionCount"}
{
}
+const auto toTextureSpaceMat = glm::translate(glm::identity<glm::mat4>(), glm::vec3 {0.5F})
+ * glm::scale(glm::identity<glm::mat4>(), glm::vec3 {0.5F});
+
void
-SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d,
- const GlobalPosition3D & p, const std::span<const glm::mat4x4> lvp,
- const std::span<const TextureRelRegion> shadowMapRegions, std::size_t maps) const
+SceneRenderer::DirectionalLightProgram::setDirectionalLight(
+ const RGB & c, const Direction3D & d, const GlobalPosition3D & p, const std::span<const glm::mat4x4> lvp) const
{
+ const auto toTextureSpace = [](const glm::mat4 & m) {
+ return toTextureSpaceMat * m;
+ };
glUniform(colourLoc, c);
const auto nd = glm::normalize(d);
glUniform(directionLoc, nd);
glUniform(lightPointLoc, p);
- glUniform(lightViewProjectionCountLoc, static_cast<GLuint>(maps));
- glUniform(lightViewProjectionLoc, lvp);
- glUniform(lightViewShadowMapRegionLoc, shadowMapRegions);
+ glUniform(lightViewProjectionCountLoc, static_cast<GLuint>(lvp.size()));
+ glUniform(lightViewProjectionLoc, std::span<const glm::mat4> {lvp * toTextureSpace});
}