From 839bf2ab51c4ec55f06b4224716c564451758072 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 7 Jan 2023 15:41:04 +0000 Subject: Only generate the first N shadow maps which are useful Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner --- gfx/gl/sceneRenderer.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'gfx/gl/sceneRenderer.cpp') diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index ee2b1ee..e7ce049 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -112,7 +112,7 @@ SceneRenderer::setDirectionalLight( glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); glViewport(0, 0, size.x, size.y); dirLight.use(); - dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions); + dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions, lvp.maps); renderQuad(); } } @@ -135,13 +135,13 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : void SceneRenderer::DirectionalLightProgram::setDirectionalLight(const glm::vec3 & c, const glm::vec3 & d, - const std::span lvp, const std::span shadowMapRegions) const + const std::span lvp, const std::span shadowMapRegions, + std::size_t maps) const { glUniform3fv(colourLoc, 1, glm::value_ptr(c)); const auto nd = glm::normalize(d); glUniform3fv(directionLoc, 1, glm::value_ptr(nd)); - glUniform1ui(lightViewProjectionCountLoc, static_cast(lvp.size())); - glUniformMatrix4fv(lightViewProjectionLoc, static_cast(lvp.size()), GL_FALSE, glm::value_ptr(lvp.front())); - glUniform4fv(lightViewShadowMapRegionLoc, static_cast(shadowMapRegions.size()), - glm::value_ptr(shadowMapRegions.front())); + glUniform1ui(lightViewProjectionCountLoc, static_cast(maps)); + glUniformMatrix4fv(lightViewProjectionLoc, static_cast(maps), GL_FALSE, glm::value_ptr(lvp.front())); + glUniform4fv(lightViewShadowMapRegionLoc, static_cast(maps), glm::value_ptr(shadowMapRegions.front())); } -- cgit v1.2.3