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-rw-r--r--gfx/gl/shadowStenciller.cpp51
1 files changed, 51 insertions, 0 deletions
diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp
new file mode 100644
index 0000000..6d5fa40
--- /dev/null
+++ b/gfx/gl/shadowStenciller.cpp
@@ -0,0 +1,51 @@
+#include "shadowStenciller.h"
+#include "config/types.h"
+#include "gfx/gl/program.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}
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+glTexture
+ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height)
+{
+ glTexture stencil;
+ glBindTexture(GL_TEXTURE_2D, stencil);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr);
+
+ return stencil;
+}
+
+void
+ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const RelativePosition3D & mins,
+ const RelativePosition3D & maxs) const
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ throw std::runtime_error("Stencil framebuffer not complete!");
+ }
+ glUseProgram(shadowCaster);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glViewport(0, 0, 256, 256);
+ glEnable(GL_DEPTH_TEST);
+ 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);
+ mesh.Draw();
+}