From 052b2b49d9bfdaaa7f7c5603fa7c47b881df93c2 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 2 Sep 2024 21:00:41 +0100 Subject: Update stencil texture to 2d array --- gfx/gl/shaders/shadowDynamicPointStencil.fs | 4 ++-- gfx/gl/shaders/shadowDynamicPointStencil.gs | 4 ++-- gfx/gl/shadowStenciller.cpp | 13 +++++++------ 3 files changed, 11 insertions(+), 10 deletions(-) (limited to 'gfx') diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.fs b/gfx/gl/shaders/shadowDynamicPointStencil.fs index 57b8aa3..e612691 100644 --- a/gfx/gl/shaders/shadowDynamicPointStencil.fs +++ b/gfx/gl/shaders/shadowDynamicPointStencil.fs @@ -1,9 +1,9 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable -layout(binding = 0) uniform sampler2D stencilDepth; +layout(binding = 0) uniform sampler2DArray stencilDepth; flat in vec3 scale; -in vec2 texCoord; +in vec3 texCoord; void main() diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.gs b/gfx/gl/shaders/shadowDynamicPointStencil.gs index 2873691..b91937d 100644 --- a/gfx/gl/shaders/shadowDynamicPointStencil.gs +++ b/gfx/gl/shaders/shadowDynamicPointStencil.gs @@ -11,7 +11,7 @@ uniform float size; in ivec3 vworldPos[]; flat out vec3 scale; -out vec2 texCoord; +out vec3 texCoord; layout(points) in; layout(triangle_strip, max_vertices = 16) out; @@ -25,7 +25,7 @@ main() for (int c = 0; c < corners.length(); ++c) { gl_Position = pos + vec4(scale.xy * corners[c], 0, 0); gl_Position.z = max(gl_Position.z, -1); - texCoord = (corners[c] * 0.5) + 0.5; + texCoord = vec3((corners[c] * 0.5) + 0.5, 0); EmitVertex(); } EndPrimitive(); diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index 0c34da5..01248bd 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -25,15 +25,16 @@ glTexture ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) { glTexture stencil; - glBindTexture(GL_TEXTURE_2D, stencil); + glBindTexture(GL_TEXTURE_2D_ARRAY, stencil); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT, width, height, 8, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, + nullptr); return stencil; } -- cgit v1.2.3