From dad6fe3b6227b5d3e78913e164b1f688de1605a8 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 27 Jan 2024 22:49:54 +0000 Subject: Set light view point uniform once Not once per shadow pass --- gfx/gl/shadowMapper.cpp | 31 +++++++++++++++++++++++-------- 1 file changed, 23 insertions(+), 8 deletions(-) (limited to 'gfx/gl/shadowMapper.cpp') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index ab4ac50..040010f 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -134,11 +134,14 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const const auto lightViewDir = glm::lookAt({}, dir, up); const auto lightViewPoint = camera.getPosition(); const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); + fixedPoint.setViewPoint(lightViewPoint); + dynamicPoint.setViewPoint(lightViewPoint); + dynamicPointInst.setViewPoint(lightViewPoint); Definitions out; std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()), DefinitionsInserter {out}, - [&scene, this, bands = bandViewExtents.size() - 2, &out, &lightViewPoint, &lightViewDir]( + [&scene, this, bands = bandViewExtents.size() - 2, &out, &lightViewDir]( const auto & near, const auto & far) { const auto extents_minmax = [extents = std::span {near.begin(), far.end()}](auto && comp) { const auto mm = std::minmax_element(extents.begin(), extents.end(), comp); @@ -150,9 +153,9 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const }(extents_minmax(CompareBy {0}), extents_minmax(CompareBy {1}), extents_minmax(CompareBy {2})); const auto lightViewDirProjection = lightProjection * lightViewDir; - fixedPoint.setViewProjection(lightViewPoint, lightViewDirProjection); - dynamicPoint.setViewProjection(lightViewPoint, lightViewDirProjection); - dynamicPointInst.setViewProjection(lightViewPoint, lightViewDirProjection); + fixedPoint.setViewProjection(lightViewDirProjection); + dynamicPoint.setViewProjection(lightViewDirProjection); + dynamicPointInst.setViewProjection(lightViewDirProjection); const auto & viewport = viewports[bands][out.maps]; glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w); @@ -172,13 +175,19 @@ ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) : } void -ShadowMapper::FixedPoint::setViewProjection(const GlobalPosition3D viewPoint, const glm::mat4 & viewProjection) const +ShadowMapper::FixedPoint::setViewPoint(const GlobalPosition3D viewPoint) const { use(); - glUniform(viewProjectionLoc, viewProjection); glUniform(viewPointLoc, viewPoint); } +void +ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection) const +{ + use(); + glUniform(viewProjectionLoc, viewProjection); +} + void ShadowMapper::FixedPoint::use() const { @@ -192,13 +201,19 @@ ShadowMapper::DynamicPoint::DynamicPoint() : } void -ShadowMapper::DynamicPoint::setViewProjection(const GlobalPosition3D viewPoint, const glm::mat4 & viewProjection) const +ShadowMapper::DynamicPoint::setViewPoint(const GlobalPosition3D viewPoint) const { glUseProgram(*this); - glUniform(viewProjectionLoc, viewProjection); glUniform(viewPointLoc, viewPoint); } +void +ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection) const +{ + glUseProgram(*this); + glUniform(viewProjectionLoc, viewProjection); +} + void ShadowMapper::DynamicPoint::use(const Location & location) const { -- cgit v1.2.3 From 892513f81ed68e05d4dedb99f51de5bc46cab6b2 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 28 Jan 2024 02:25:11 +0000 Subject: Geometry shader for single pass shadow maps 2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single scene rendering. Pending massive tidy up. --- gfx/gl/shadowMapper.cpp | 80 +++++++++++++++++++++++++++++-------------------- 1 file changed, 47 insertions(+), 33 deletions(-) (limited to 'gfx/gl/shadowMapper.cpp') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 040010f..7770c9d 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -1,6 +1,7 @@ #include "shadowMapper.h" #include "camera.h" #include "collections.h" +#include "gfx/gl/shaders/gs-commonShadowPoint.h" #include "gfx/gl/shaders/vs-shadowDynamicPoint.h" #include "gfx/gl/shaders/vs-shadowDynamicPointInst.h" #include "gfx/gl/shaders/vs-shadowFixedPoint.h" @@ -17,19 +18,21 @@ #include ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : - fixedPoint {shadowFixedPoint_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s} + fixedPoint {shadowFixedPoint_vs, commonShadowPoint_gs}, + dynamicPointInst {shadowDynamicPointInst_vs, commonShadowPoint_gs}, size {s} { - glBindTexture(GL_TEXTURE_2D, depthMap); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + glBindTexture(GL_TEXTURE_2D_ARRAY, depthMap); + glTexImage3D( + GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT, size.x, size.y, 4, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); static constexpr RGBA border {std::numeric_limits::infinity()}; - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, border); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthMap, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { @@ -130,19 +133,16 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glClear(GL_DEPTH_BUFFER_BIT); glCullFace(GL_FRONT); + glViewport(0, 0, size.x, size.y); const auto lightViewDir = glm::lookAt({}, dir, up); const auto lightViewPoint = camera.getPosition(); const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); - fixedPoint.setViewPoint(lightViewPoint); - dynamicPoint.setViewPoint(lightViewPoint); - dynamicPointInst.setViewPoint(lightViewPoint); - Definitions out; std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()), DefinitionsInserter {out}, - [&scene, this, bands = bandViewExtents.size() - 2, &out, &lightViewDir]( - const auto & near, const auto & far) { + [this, bands = bandViewExtents.size() - 2, &out, &lightViewDir]( + const auto & near, const auto & far) mutable { const auto extents_minmax = [extents = std::span {near.begin(), far.end()}](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)); @@ -153,39 +153,46 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const }(extents_minmax(CompareBy {0}), extents_minmax(CompareBy {1}), extents_minmax(CompareBy {2})); const auto lightViewDirProjection = lightProjection * lightViewDir; - fixedPoint.setViewProjection(lightViewDirProjection); - dynamicPoint.setViewProjection(lightViewDirProjection); - dynamicPointInst.setViewProjection(lightViewDirProjection); - - const auto & viewport = viewports[bands][out.maps]; - glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w); - scene.shadows(*this); + fixedPoint.setViewProjection(lightViewDirProjection, out.maps); + dynamicPoint.setViewProjection(lightViewDirProjection, out.maps); + dynamicPointInst.setViewProjection(lightViewDirProjection, out.maps); - return std::make_pair(lightViewDirProjection, shadowMapRegions[bands][out.maps]); + return std::make_pair(lightViewDirProjection, shadowMapRegions[0][0]); }); + fixedPoint.setViewPoint(lightViewPoint, out.maps); + dynamicPoint.setViewPoint(lightViewPoint, out.maps); + dynamicPointInst.setViewPoint(lightViewPoint, out.maps); + scene.shadows(*this); glCullFace(GL_BACK); return out; } -ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) : - Program {vs}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"} +ShadowMapper::FixedPoint::FixedPoint(const Shader & vs, const Shader & gs) : + Program {vs, gs}, viewProjectionLoc {{ + {*this, "viewProjection[0]"}, + {*this, "viewProjection[1]"}, + {*this, "viewProjection[2]"}, + {*this, "viewProjection[3]"}, + }}, + viewProjectionsLoc {*this, "viewProjections"}, viewPointLoc {*this, "viewPoint"} { } void -ShadowMapper::FixedPoint::setViewPoint(const GlobalPosition3D viewPoint) const +ShadowMapper::FixedPoint::setViewPoint(const GlobalPosition3D viewPoint, size_t n) const { use(); glUniform(viewPointLoc, viewPoint); + glUniform(viewProjectionsLoc, static_cast(n)); } void -ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection) const +ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection, size_t n) const { use(); - glUniform(viewProjectionLoc, viewProjection); + glUniform(viewProjectionLoc[n], viewProjection); } void @@ -195,23 +202,30 @@ ShadowMapper::FixedPoint::use() const } ShadowMapper::DynamicPoint::DynamicPoint() : - Program {shadowDynamicPoint_vs}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"}, - modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"} + Program {shadowDynamicPoint_vs, commonShadowPoint_gs}, viewProjectionLoc {{ + {*this, "viewProjection[0]"}, + {*this, "viewProjection[1]"}, + {*this, "viewProjection[2]"}, + {*this, "viewProjection[3]"}, + }}, + viewProjectionsLoc {*this, "viewProjections"}, viewPointLoc {*this, "viewPoint"}, modelLoc {*this, "model"}, + modelPosLoc {*this, "modelPos"} { } void -ShadowMapper::DynamicPoint::setViewPoint(const GlobalPosition3D viewPoint) const +ShadowMapper::DynamicPoint::setViewPoint(const GlobalPosition3D viewPoint, size_t n) const { glUseProgram(*this); glUniform(viewPointLoc, viewPoint); + glUniform(viewProjectionsLoc, static_cast(n)); } void -ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection) const +ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection, size_t n) const { glUseProgram(*this); - glUniform(viewProjectionLoc, viewProjection); + glUniform(viewProjectionLoc[n], viewProjection); } void -- cgit v1.2.3 From a18ea136a540d271687fd88831bc14394107dba5 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 29 Jan 2024 00:18:02 +0000 Subject: Merge common parts of shadow programs into a base class --- gfx/gl/shadowMapper.cpp | 49 ++++++++++++++----------------------------------- 1 file changed, 14 insertions(+), 35 deletions(-) (limited to 'gfx/gl/shadowMapper.cpp') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 7770c9d..4141278 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -18,8 +18,7 @@ #include ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : - fixedPoint {shadowFixedPoint_vs, commonShadowPoint_gs}, - dynamicPointInst {shadowDynamicPointInst_vs, commonShadowPoint_gs}, size {s} + fixedPoint {shadowFixedPoint_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s} { glBindTexture(GL_TEXTURE_2D_ARRAY, depthMap); glTexImage3D( @@ -169,19 +168,19 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const return out; } -ShadowMapper::FixedPoint::FixedPoint(const Shader & vs, const Shader & gs) : - Program {vs, gs}, viewProjectionLoc {{ - {*this, "viewProjection[0]"}, - {*this, "viewProjection[1]"}, - {*this, "viewProjection[2]"}, - {*this, "viewProjection[3]"}, - }}, +ShadowMapper::ShadowProgram::ShadowProgram(const Shader & vs) : + Program {vs, commonShadowPoint_gs}, viewProjectionLoc {{ + {*this, "viewProjection[0]"}, + {*this, "viewProjection[1]"}, + {*this, "viewProjection[2]"}, + {*this, "viewProjection[3]"}, + }}, viewProjectionsLoc {*this, "viewProjections"}, viewPointLoc {*this, "viewPoint"} { } void -ShadowMapper::FixedPoint::setViewPoint(const GlobalPosition3D viewPoint, size_t n) const +ShadowMapper::ShadowProgram::setViewPoint(const GlobalPosition3D viewPoint, size_t n) const { use(); glUniform(viewPointLoc, viewPoint); @@ -189,43 +188,23 @@ ShadowMapper::FixedPoint::setViewPoint(const GlobalPosition3D viewPoint, size_t } void -ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection, size_t n) const +ShadowMapper::ShadowProgram::setViewProjection(const glm::mat4 & viewProjection, size_t n) const { use(); glUniform(viewProjectionLoc[n], viewProjection); } void -ShadowMapper::FixedPoint::use() const +ShadowMapper::ShadowProgram::use() const { glUseProgram(*this); } -ShadowMapper::DynamicPoint::DynamicPoint() : - Program {shadowDynamicPoint_vs, commonShadowPoint_gs}, viewProjectionLoc {{ - {*this, "viewProjection[0]"}, - {*this, "viewProjection[1]"}, - {*this, "viewProjection[2]"}, - {*this, "viewProjection[3]"}, - }}, - viewProjectionsLoc {*this, "viewProjections"}, viewPointLoc {*this, "viewPoint"}, modelLoc {*this, "model"}, - modelPosLoc {*this, "modelPos"} -{ -} - -void -ShadowMapper::DynamicPoint::setViewPoint(const GlobalPosition3D viewPoint, size_t n) const -{ - glUseProgram(*this); - glUniform(viewPointLoc, viewPoint); - glUniform(viewProjectionsLoc, static_cast(n)); -} +ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) : ShadowProgram {vs} { } -void -ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection, size_t n) const +ShadowMapper::DynamicPoint::DynamicPoint() : + ShadowProgram {shadowDynamicPoint_vs}, modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"} { - glUseProgram(*this); - glUniform(viewProjectionLoc[n], viewProjection); } void -- cgit v1.2.3 From 83c43ea9e39f4e6ed5e50ccced66700af39987be Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 29 Jan 2024 01:02:51 +0000 Subject: Set shadow program uniforms all in one function, merge setting of view projections --- gfx/gl/shadowMapper.cpp | 33 ++++++++++----------------------- 1 file changed, 10 insertions(+), 23 deletions(-) (limited to 'gfx/gl/shadowMapper.cpp') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 4141278..f3d5dea 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -140,8 +140,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Definitions out; std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()), DefinitionsInserter {out}, - [this, bands = bandViewExtents.size() - 2, &out, &lightViewDir]( - const auto & near, const auto & far) mutable { + [bands = bandViewExtents.size() - 2, &lightViewDir](const auto & near, const auto & far) mutable { const auto extents_minmax = [extents = std::span {near.begin(), far.end()}](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)); @@ -152,15 +151,13 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const }(extents_minmax(CompareBy {0}), extents_minmax(CompareBy {1}), extents_minmax(CompareBy {2})); const auto lightViewDirProjection = lightProjection * lightViewDir; - fixedPoint.setViewProjection(lightViewDirProjection, out.maps); - dynamicPoint.setViewProjection(lightViewDirProjection, out.maps); - dynamicPointInst.setViewProjection(lightViewDirProjection, out.maps); return std::make_pair(lightViewDirProjection, shadowMapRegions[0][0]); }); - fixedPoint.setViewPoint(lightViewPoint, out.maps); - dynamicPoint.setViewPoint(lightViewPoint, out.maps); - dynamicPointInst.setViewPoint(lightViewPoint, out.maps); + std::span vps {out.projections.data(), out.maps}; + for (const auto p : std::initializer_list {&fixedPoint, &dynamicPoint, &dynamicPointInst}) { + p->setView(vps, lightViewPoint); + } scene.shadows(*this); glCullFace(GL_BACK); @@ -169,29 +166,19 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const } ShadowMapper::ShadowProgram::ShadowProgram(const Shader & vs) : - Program {vs, commonShadowPoint_gs}, viewProjectionLoc {{ - {*this, "viewProjection[0]"}, - {*this, "viewProjection[1]"}, - {*this, "viewProjection[2]"}, - {*this, "viewProjection[3]"}, - }}, + Program {vs, commonShadowPoint_gs}, viewProjectionLoc {*this, "viewProjection"}, viewProjectionsLoc {*this, "viewProjections"}, viewPointLoc {*this, "viewPoint"} { } void -ShadowMapper::ShadowProgram::setViewPoint(const GlobalPosition3D viewPoint, size_t n) const +ShadowMapper::ShadowProgram::setView( + const std::span viewProjection, const GlobalPosition3D viewPoint) const { use(); glUniform(viewPointLoc, viewPoint); - glUniform(viewProjectionsLoc, static_cast(n)); -} - -void -ShadowMapper::ShadowProgram::setViewProjection(const glm::mat4 & viewProjection, size_t n) const -{ - use(); - glUniform(viewProjectionLoc[n], viewProjection); + glUniform(viewProjectionLoc, viewProjection); + glUniform(viewProjectionsLoc, static_cast(viewProjection.size())); } void -- cgit v1.2.3 From a01f1d9e834719046fbdec02a5147d2e55722bac Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 29 Jan 2024 01:56:42 +0000 Subject: Remove the complications from previously storing several shadow maps in the texture --- gfx/gl/shadowMapper.cpp | 69 +++---------------------------------------------- 1 file changed, 3 insertions(+), 66 deletions(-) (limited to 'gfx/gl/shadowMapper.cpp') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index f3d5dea..4dbee8d 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -40,48 +40,6 @@ ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : glBindFramebuffer(GL_FRAMEBUFFER, 0); } -constexpr std::array, ShadowMapper::SHADOW_BANDS> viewports {{ - {{ - {31, 31, 0, 0}, // full - }}, - {{ - {31, 31, 0, 1}, // lower half - {31, 1, 0, 1}, // upper half - }}, - {{ - {31, 31, 0, 1}, // lower half - {31, 1, 1, 1}, // upper left - {1, 1, 1, 1}, // upper right - }}, - {{ - {31, 31, 1, 1}, // lower left - {1, 31, 1, 1}, // lower right - {31, 1, 1, 1}, // upper left - {1, 1, 1, 1}, // upper right - }}, -}}; -constexpr std::array, ShadowMapper::SHADOW_BANDS> - shadowMapRegions {{ - {{ - {0.5F, 0.5F, 0.5F, 0.5F}, // full - }}, - {{ - {0.5F, 0.25F, 0.5F, 0.25F}, // lower half - {0.5F, 0.25F, 0.5F, 0.75F}, // upper half - }}, - {{ - {0.5F, 0.25F, 0.5F, 0.25F}, // lower half - {0.25F, 0.25F, 0.25F, 0.75F}, // upper left - {0.25F, 0.25F, 0.75F, 0.75F}, // upper right - }}, - - {{ - {0.25F, 0.25F, 0.25F, 0.25F}, // lower left - {0.25F, 0.25F, 0.75F, 0.25F}, // lower right - {0.25F, 0.25F, 0.25F, 0.75F}, // upper left - {0.25F, 0.25F, 0.75F, 0.75F}, // upper right - }}, - }}; constexpr std::array shadowBands { 1000, 250000, @@ -89,24 +47,6 @@ constexpr std::array shadowBands 2500000, 10000000, }; -static_assert(viewports.size() == shadowMapRegions.size()); -static_assert(shadowBands.size() == shadowMapRegions.size() + 1); - -struct DefinitionsInserter { - auto - operator++() - { - return out.maps++; - }; - - auto - operator*() - { - return std::tie(out.projections[out.maps], out.regions[out.maps]); - } - - ShadowMapper::Definitions & out; -}; std::vector> ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightViewDir) @@ -139,7 +79,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); Definitions out; std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()), - DefinitionsInserter {out}, + std::back_inserter(out), [bands = bandViewExtents.size() - 2, &lightViewDir](const auto & near, const auto & far) mutable { const auto extents_minmax = [extents = std::span {near.begin(), far.end()}](auto && comp) { const auto mm = std::minmax_element(extents.begin(), extents.end(), comp); @@ -150,13 +90,10 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const 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 lightViewDirProjection = lightProjection * lightViewDir; - - return std::make_pair(lightViewDirProjection, shadowMapRegions[0][0]); + return lightProjection * lightViewDir; }); - std::span vps {out.projections.data(), out.maps}; for (const auto p : std::initializer_list {&fixedPoint, &dynamicPoint, &dynamicPointInst}) { - p->setView(vps, lightViewPoint); + p->setView(out, lightViewPoint); } scene.shadows(*this); -- cgit v1.2.3