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#include "shadowStenciller.h"
#include "config/types.h"
#include "gfx/gl/program.h"
#include "gfx/gl/shaders/fs-shadowStencil.h"
#include "gfx/gl/shaders/vs-shadowStencil.h"
#include "gfx/models/mesh.h"
#include "glArrays.h"
#include "gl_traits.h"
#include "maths.h"
#include <stdexcept>
ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_fs}
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
glTexture
ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height)
{
glTexture stencil;
glBindTexture(GL_TEXTURE_2D, stencil);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameter(GL_TEXTURE_2D, 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);
return stencil;
}
void
ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const Texture::AnyPtr texture) const
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
throw std::runtime_error("Stencil framebuffer not complete!");
}
if (texture) {
texture->bind();
}
glUseProgram(shadowCaster);
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);
mesh.Draw();
}
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