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-rw-r--r--gfx/gl/sceneRenderer.cpp10
-rw-r--r--gfx/gl/sceneRenderer.h3
-rw-r--r--gfx/gl/shadowMapper.cpp46
-rw-r--r--gfx/gl/shadowMapper.h6
4 files changed, 45 insertions, 20 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 0fcf471..b13da35 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -119,7 +119,7 @@ SceneRenderer::setDirectionalLight(
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
glViewport(0, 0, size.x, size.y);
dirLight.use();
- dirLight.setDirectionalLight(colour, direction, lvp);
+ dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions);
glBindVertexArray(displayVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
@@ -136,14 +136,14 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
}
void
-SceneRenderer::DirectionalLightProgram::setDirectionalLight(
- const glm::vec3 & c, const glm::vec3 & d, const std::span<const glm::mat4x4> lvp) const
+SceneRenderer::DirectionalLightProgram::setDirectionalLight(const glm::vec3 & c, const glm::vec3 & d,
+ const std::span<const glm::mat4x4> lvp, const std::span<const glm::vec4> shadowMapRegions) const
{
- constexpr glm::vec4 shadowMapRegions {0.5F, 0.5F, 0.5F, 0.5F};
glUniform3fv(colourLoc, 1, glm::value_ptr(c));
const auto nd = glm::normalize(d);
glUniform3fv(directionLoc, 1, glm::value_ptr(nd));
glUniform1ui(lightViewProjectionCountLoc, static_cast<GLuint>(lvp.size()));
glUniformMatrix4fv(lightViewProjectionLoc, static_cast<GLsizei>(lvp.size()), GL_FALSE, glm::value_ptr(lvp.front()));
- glUniform4fv(lightViewShadowMapRegionLoc, 1, glm::value_ptr(shadowMapRegions));
+ glUniform4fv(lightViewShadowMapRegionLoc, static_cast<GLsizei>(shadowMapRegions.size()),
+ glm::value_ptr(shadowMapRegions.front()));
}
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index a345b4b..28acc3b 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -35,7 +35,8 @@ private:
DirectionalLightProgram();
using Program::use;
- void setDirectionalLight(const glm::vec3 &, const glm::vec3 &, const std::span<const glm::mat4x4>) const;
+ void setDirectionalLight(const glm::vec3 &, const glm::vec3 &, const std::span<const glm::mat4x4>,
+ const std::span<const glm::vec4>) const;
private:
RequiredUniformLocation directionLoc, colourLoc, lightViewProjectionLoc, lightViewProjectionCountLoc,
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 9c8a4c9..b41a53b 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -33,7 +33,17 @@ ShadowMapper::ShadowMapper(const glm::ivec2 & s) : size {s}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
-std::array<glm::mat4x4, 1>
+constexpr std::array<glm::ivec4, 1> viewports {{
+ {31, 31, 0, 0},
+}};
+constexpr std::array<glm::vec4, 1> shadowMapRegions {
+ {{0.5F, 0.5F, 0.5F, 0.5F}},
+};
+constexpr std::array shadowBands {1.F, 1000.F};
+static_assert(viewports.size() == shadowMapRegions.size());
+static_assert(shadowBands.size() == shadowMapRegions.size() + 1);
+
+ShadowMapper::Definitions<1>
ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const Camera & camera) const
{
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
@@ -42,29 +52,39 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C
glEnable(GL_DEPTH_TEST);
glCullFace(GL_FRONT);
- auto viewExtents = camera.extentsAtDist(1) + camera.extentsAtDist(1000);
- const auto extents_minmax = [&viewExtents](auto && comp) {
- const auto mm = std::minmax_element(viewExtents.begin(), viewExtents.end(), comp);
- return std::make_pair(comp.get(*mm.first), comp.get(*mm.second));
+ auto bandViewExtents = shadowBands * [&camera](auto distance) {
+ return camera.extentsAtDist(distance);
};
+ const std::span<glm::vec3> viewExtents {bandViewExtents.front().begin(), bandViewExtents.back().end()};
const auto lightView = glm::lookAt(camera.getPosition(), camera.getPosition() + dir, up);
for (auto & e : viewExtents) {
e = lightView * glm::vec4(e, 1);
}
+ Definitions<1> out;
+ for (std::size_t band = 0; band < viewports.size(); ++band) {
+ const auto extents_minmax = [extents = viewExtents.subspan(band * 4, 8)](auto && comp) {
+ const auto mm = std::minmax_element(extents.begin(), extents.end(), comp);
+ return std::make_pair(comp.get(*mm.first), comp.get(*mm.second));
+ };
+
+ const auto lightProjection = [](const auto & x, const auto & y, const auto & z) {
+ return glm::ortho(x.first, x.second, y.first, y.second, -z.second, -z.first);
+ }(extents_minmax(CompareBy {0}), extents_minmax(CompareBy {1}), extents_minmax(CompareBy {2}));
- const auto lightProjection = [](const auto & x, const auto & y, const auto & z) {
- return glm::ortho(x.first, x.second, y.first, y.second, -z.second, -z.first);
- }(extents_minmax(CompareBy {0}), extents_minmax(CompareBy {1}), extents_minmax(CompareBy {2}));
+ out.projections[band] = lightProjection * lightView;
+ fixedPoint.setViewProjection(out.projections[band]);
+ dynamicPoint.setViewProjection(out.projections[band]);
+ out.regions[band] = shadowMapRegions[band];
- const auto lightViewProjection = lightProjection * lightView;
- fixedPoint.setViewProjection(lightViewProjection);
- dynamicPoint.setViewProjection(lightViewProjection);
+ const auto & viewport = viewports[band];
+ glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w);
+ scene.shadows(*this);
+ };
- scene.shadows(*this);
glCullFace(GL_BACK);
- return {lightViewProjection};
+ return out;
}
ShadowMapper::FixedPoint::FixedPoint() : Program {shadowFixedPoint_vs}, viewProjectionLoc {*this, "viewProjection"} { }
diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h
index 2b9bc85..d5f091e 100644
--- a/gfx/gl/shadowMapper.h
+++ b/gfx/gl/shadowMapper.h
@@ -11,7 +11,11 @@ class ShadowMapper {
public:
ShadowMapper(const glm::ivec2 & size);
- std::array<glm::mat4x4, 1> update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const;
+ template<std::size_t S> struct Definitions {
+ std::array<glm::mat4x4, S> projections;
+ std::array<glm::vec4, S> regions;
+ };
+ Definitions<1> update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const;
class FixedPoint : public Program {
public: