From 72ec5dd096a3110e8085919f4c0e3320ef176657 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Tue, 30 Jan 2024 22:13:56 +0000 Subject: Adjust light view projection matrix upfront Saves doing it per pixel, per region later --- gfx/gl/sceneRenderer.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'gfx/gl/sceneRenderer.cpp') diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 2dd1760..517d51e 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -137,14 +137,20 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : { } +const auto toTextureSpaceMat = glm::translate(glm::identity(), glm::vec3 {0.5F}) + * glm::scale(glm::identity(), glm::vec3 {0.5F}); + void SceneRenderer::DirectionalLightProgram::setDirectionalLight( const RGB & c, const Direction3D & d, const GlobalPosition3D & p, const std::span lvp) const { + const auto toTextureSpace = [](const glm::mat4 & m) { + return toTextureSpaceMat * m; + }; glUniform(colourLoc, c); const auto nd = glm::normalize(d); glUniform(directionLoc, nd); glUniform(lightPointLoc, p); glUniform(lightViewProjectionCountLoc, static_cast(lvp.size())); - glUniform(lightViewProjectionLoc, lvp); + glUniform(lightViewProjectionLoc, std::span {lvp * toTextureSpace}); } -- cgit v1.2.3