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Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r--gfx/gl/sceneRenderer.cpp9
1 files changed, 4 insertions, 5 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 343321f..57802fa 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -31,7 +31,7 @@ SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o, glDebugScope) :
};
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
- configuregdata(gPosition, GL_RGB32I, GL_COLOR_ATTACHMENT0);
+ configuregdata(gPosition, GL_RGB32F, GL_COLOR_ATTACHMENT0);
configuregdata(gNormal, GL_RGB8_SNORM, GL_COLOR_ATTACHMENT1);
configuregdata(gAlbedoSpec, GL_RGB8, GL_COLOR_ATTACHMENT2);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
@@ -68,7 +68,7 @@ SceneRenderer::resize(ScreenAbsCoord newSize)
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
};
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
- configuregdata(gPosition, GL_RGB32I, GL_COLOR_ATTACHMENT0);
+ configuregdata(gPosition, GL_RGB32F, GL_COLOR_ATTACHMENT0);
configuregdata(gNormal, GL_RGB8_SNORM, GL_COLOR_ATTACHMENT1);
configuregdata(gAlbedoSpec, GL_RGB8, GL_COLOR_ATTACHMENT2);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y);
@@ -174,7 +174,7 @@ SceneRenderer::setDirectionalLight(
shadowMapper.bind(2);
glViewport(0, 0, size.x, size.y);
dirLight.use();
- dirLight.setDirectionalLight(colour, direction.vector(), camera.getPosition(), lvp);
+ dirLight.setDirectionalLight(colour, direction.vector(), lvp);
renderQuad();
}
}
@@ -194,14 +194,13 @@ const auto toTextureSpaceMat = glm::translate(glm::identity<glm::mat4>(), glm::v
void
SceneRenderer::DirectionalLightProgram::setDirectionalLight(
- const RGB & c, const Direction3D & d, const GlobalPosition3D & p, const std::span<const glm::mat4x4> lvp) const
+ const RGB & c, const Direction3D & d, const std::span<const glm::mat4x4> lvp) const
{
const auto toTextureSpace = [](const glm::mat4 & m) {
return toTextureSpaceMat * m;
};
glUniform(colourLoc, c);
glUniform(directionLoc, d);
- glUniform(lightPointLoc, p);
glUniform(lightViewProjectionCountLoc, static_cast<GLuint>(lvp.size()));
glUniform(lightViewProjectionLoc, std::span<const glm::mat4> {lvp * toTextureSpace});
}