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-rw-r--r--gfx/gl/sceneProvider.cpp2
-rw-r--r--gfx/gl/sceneRenderer.cpp8
-rw-r--r--gfx/gl/sceneRenderer.h3
-rw-r--r--gfx/gl/shadowMapper.cpp7
-rw-r--r--gfx/gl/shadowMapper.h3
-rw-r--r--gfx/gl/shadowStenciller.cpp15
-rw-r--r--gfx/gl/shadowStenciller.h5
7 files changed, 24 insertions, 19 deletions
diff --git a/gfx/gl/sceneProvider.cpp b/gfx/gl/sceneProvider.cpp
index 2e8604c..4e271db 100644
--- a/gfx/gl/sceneProvider.cpp
+++ b/gfx/gl/sceneProvider.cpp
@@ -5,7 +5,7 @@ void
SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer) const
{
renderer.setAmbientLight({0.5F, 0.5F, 0.5F});
- renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {-1, 1, -1}, *this);
+ renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {{-quarter_pi, -quarter_pi}}, *this);
}
void
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 7aace49..b2a7d78 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -114,7 +114,8 @@ SceneRenderer::setAmbientLight(const RGB & colour) const
}
void
-SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider & scene) const
+SceneRenderer::setDirectionalLight(
+ const RGB & colour, const LightDirection & direction, const SceneProvider & scene) const
{
if (colour.r > 0 || colour.g > 0 || colour.b > 0) {
const auto lvp = shadowMapper.update(scene, direction, camera);
@@ -128,7 +129,7 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper);
glViewport(0, 0, size.x, size.y);
dirLight.use();
- dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp);
+ dirLight.setDirectionalLight(colour, direction.vector(), camera.getPosition(), lvp);
renderQuad();
}
}
@@ -154,8 +155,7 @@ SceneRenderer::DirectionalLightProgram::setDirectionalLight(
return toTextureSpaceMat * m;
};
glUniform(colourLoc, c);
- const auto nd = glm::normalize(d);
- glUniform(directionLoc, nd);
+ glUniform(directionLoc, d);
glUniform(lightPointLoc, p);
glUniform(lightViewProjectionCountLoc, static_cast<GLuint>(lvp.size()));
glUniform(lightViewProjectionLoc, std::span<const glm::mat4> {lvp * toTextureSpace});
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index 4195bcf..93470f5 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -1,6 +1,7 @@
#pragma once
#include "camera.h"
+#include "gfx/lightDirection.h"
#include "glArrays.h"
#include "program.h"
#include "sceneProvider.h"
@@ -14,7 +15,7 @@ public:
void render(const SceneProvider &) const;
void setAmbientLight(const RGB & colour) const;
- void setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider &) const;
+ void setDirectionalLight(const RGB & colour, const LightDirection & direction, const SceneProvider &) const;
Camera camera;
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index b08538d..4f7eac1 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -13,6 +13,7 @@
#include "gfx/gl/shaders/vs-shadowDynamicPointStencil.h"
#include "gfx/gl/shaders/vs-shadowLandmass.h"
#include "gfx/gl/shadowStenciller.h"
+#include "gfx/lightDirection.h"
#include "gfx/renderable.h"
#include "gl_traits.h"
#include "location.h"
@@ -78,12 +79,12 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV
}
ShadowMapper::Definitions
-ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const
+ShadowMapper::update(const SceneProvider & scene, const LightDirection & dir, const Camera & camera) const
{
glCullFace(GL_FRONT);
glEnable(GL_DEPTH_TEST);
- shadowStenciller.setLightDirection(dir, up);
+ shadowStenciller.setLightDirection(dir);
for (const auto & [id, asset] : gameState->assets) {
if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
r->updateStencil(shadowStenciller);
@@ -94,7 +95,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, size.x, size.y);
- const auto lightViewDir = glm::lookAt({}, dir, up);
+ const auto lightViewDir = glm::lookAt({}, dir.vector(), up);
const auto lightViewPoint = camera.getPosition();
const auto bandViewExtents = getBandViewExtents(camera, lightViewDir);
Definitions out;
diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h
index 3aa224e..951e29c 100644
--- a/gfx/gl/shadowMapper.h
+++ b/gfx/gl/shadowMapper.h
@@ -11,6 +11,7 @@
class SceneProvider;
class Camera;
+class LightDirection;
class ShadowMapper {
public:
@@ -21,7 +22,7 @@ public:
using Definitions = std::vector<glm::mat4x4>;
using Sizes = std::vector<RelativePosition3D>;
- [[nodiscard]] Definitions update(const SceneProvider &, const Direction3D & direction, const Camera &) const;
+ [[nodiscard]] Definitions update(const SceneProvider &, const LightDirection & direction, const Camera &) const;
class ShadowProgram : public Program {
public:
diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp
index da2b3a0..ae4012a 100644
--- a/gfx/gl/shadowStenciller.cpp
+++ b/gfx/gl/shadowStenciller.cpp
@@ -3,6 +3,7 @@
#include "gfx/gl/shaders/fs-shadowStencil.h"
#include "gfx/gl/shaders/gs-shadowStencil.h"
#include "gfx/gl/shaders/vs-shadowStencil.h"
+#include "gfx/lightDirection.h"
#include "gfx/models/mesh.h"
#include "glArrays.h"
#include "gl_traits.h"
@@ -26,10 +27,9 @@ ShadowStenciller::ShadowStenciller() :
}
void
-ShadowStenciller::setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp)
+ShadowStenciller::setLightDirection(const LightDirection & lightDir)
{
- lightDirMat = glm::lookAt(-lightDir, {}, lightDirUp);
- viewProjections = angles * [this](const auto & a) {
+ viewProjections = angles * [lightDirMat = rotate_pitch(lightDir.position().y)](const auto & a) {
return lightDirMat * a;
};
}
@@ -68,10 +68,11 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh
glViewport(0, 0, 256, 256);
const auto & centre = mesh.getDimensions().centre;
const auto & size = mesh.getDimensions().size;
- const auto extentsMat
- = glm::translate(glm::ortho(-size, size, -size, size, -size, size), {-centre.x, -centre.z, -centre.y});
- glUniform(viewProjectionLoc, std::span<const glm::mat4> {viewProjections * [&](const auto & vp) {
- return extentsMat * vp;
+ glUniform(viewProjectionLoc,
+ std::span<const glm::mat4> {viewProjections *
+ [extentsMat = glm::translate(glm::ortho(-size, size, -size, size, -size, size), -centre)](
+ const auto & vp) {
+ return vp * extentsMat;
}});
mesh.Draw();
}
diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h
index 2edb955..03efced 100644
--- a/gfx/gl/shadowStenciller.h
+++ b/gfx/gl/shadowStenciller.h
@@ -5,13 +5,15 @@
#include "gfx/models/texture.h"
#include "glArrays.h"
+class LightDirection;
+
class ShadowStenciller {
public:
ShadowStenciller();
[[nodiscard]]
static glTexture createStencilTexture(GLsizei width, GLsizei height);
- void setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp);
+ void setLightDirection(const LightDirection & lightDir);
void renderStencil(const glTexture &, const MeshBase &, const Texture::AnyPtr texture) const;
private:
@@ -19,6 +21,5 @@ private:
Program shadowCaster;
Program::RequiredUniformLocation viewProjectionLoc {shadowCaster, "viewProjection"};
- glm::mat4 lightDirMat {};
std::array<glm::mat4, 8> viewProjections;
};