diff options
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/shaders/shadowStencil.fs | 0 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowStencil.vs | 11 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.cpp | 51 | ||||
-rw-r--r-- | gfx/gl/shadowStenciller.h | 21 |
4 files changed, 83 insertions, 0 deletions
diff --git a/gfx/gl/shaders/shadowStencil.fs b/gfx/gl/shaders/shadowStencil.fs new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.fs diff --git a/gfx/gl/shaders/shadowStencil.vs b/gfx/gl/shaders/shadowStencil.vs new file mode 100644 index 0000000..4f4c250 --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.vs @@ -0,0 +1,11 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +include(`meshIn.glsl') +uniform mat4 viewProjection; + +void +main() +{ + gl_Position = viewProjection * vec4(position, 1); +} 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(); +} diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h new file mode 100644 index 0000000..460fa68 --- /dev/null +++ b/gfx/gl/shadowStenciller.h @@ -0,0 +1,21 @@ +#pragma once + +#include "config/types.h" +#include "gfx/gl/program.h" +#include "gfx/models/mesh.h" +#include "glArrays.h" + +class ShadowStenciller { +public: + ShadowStenciller(); + + [[nodiscard]] + static glTexture createStencilTexture(GLsizei width, GLsizei height); + void renderStencil(const glTexture &, const MeshBase &, const RelativePosition3D & mins, + const RelativePosition3D & maxs) const; + +private: + glFrameBuffer fbo; + Program shadowCaster; + Program::UniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; +}; |