From 4ba67f34eac848e43bad2ccc4b5c09ac65dd7952 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 20 Jul 2024 12:55:15 +0100 Subject: Use mesh extents for shadow stencil extents --- gfx/gl/shadowStenciller.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'gfx/gl/shadowStenciller.cpp') diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index 6d5fa40..e20eda1 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -32,8 +32,7 @@ ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) } void -ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const RelativePosition3D & mins, - const RelativePosition3D & maxs) const +ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh) const { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0); @@ -44,6 +43,8 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, 256, 256); glEnable(GL_DEPTH_TEST); + const auto & mins = mesh.minExtent(); + const auto & maxs = mesh.maxExtent(); const auto extents = glm::ortho(mins.x, maxs.x, mins.z, maxs.z, mins.y, maxs.y); const auto lightDir = glm::lookAt({}, north, up); glUniform(viewProjectionLoc, extents * lightDir); -- cgit v1.2.3