void WorldRenderer::CreateShadowMap(const corgi::CameraInterface& camera, fplbase::Renderer& renderer, World* world) { float shadow_map_resolution = static_cast<float>( world->config->rendering_config()->shadow_map_resolution()); float shadow_map_zoom = world->config->rendering_config()->shadow_map_zoom(); float shadow_map_offset = world->config->rendering_config()->shadow_map_offset(); vec3 light_position = LoadVec3(world->config->rendering_config()->light_position()); SetLightPosition(light_position); light_camera_.set_viewport_angle(kShadowMapViewportAngle / shadow_map_zoom); light_camera_.set_viewport_resolution( vec2(shadow_map_resolution, shadow_map_resolution)); vec3 light_camera_focus = camera.position() + camera.facing() * shadow_map_offset; light_camera_focus.z() = 0; vec3 light_facing = light_camera_focus - light_camera_.position(); light_camera_.set_facing(light_facing.Normalized()); // Shadow map needs to be cleared to near-white, since that's // the maximum (furthest) depth. shadow_map_.SetAsRenderTarget(); renderer.ClearFrameBuffer(kShadowMapClearColor); renderer.SetCulling(fplbase::Renderer::kCullBack); depth_shader_->Set(renderer); // Generate the shadow map: // TODO - modify this so that shadowcast is its own render pass for (int pass = 0; pass < corgi::RenderPass_Count; pass++) { world->render_mesh_component.RenderPass(pass, light_camera_, renderer, depth_shader_); } }
void RenderMeshComponent::RenderAllEntities(fplbase::Renderer& renderer, const CameraInterface& camera) { // Make sure we only draw the front-facing polygons: renderer.SetCulling(fplbase::Renderer::kCullBack); // Render the actual game: for (int pass = 0; pass < RenderPass_Count; pass++) { RenderPass(pass, camera, renderer); } }
void WorldRenderer::CreateShadowMap(const corgi::CameraInterface &camera, fplbase::Renderer &renderer, World *world) { PushDebugMarker("CreateShadowMap"); PushDebugMarker("Setup"); float shadow_map_resolution = static_cast<float>( world->config->rendering_config()->shadow_map_resolution()); float shadow_map_zoom = world->config->rendering_config()->shadow_map_zoom(); float shadow_map_offset = world->config->rendering_config()->shadow_map_offset(); LightComponent *light_component = world->entity_manager.GetComponent<LightComponent>(); const EntityRef &main_light_entity = light_component->begin()->entity; const TransformData *light_transform = world->entity_manager.GetComponentData<TransformData>(main_light_entity); vec3 light_position = light_transform->position; SetLightPosition(light_position); float viewport_angle = world->config->rendering_config()->shadow_map_viewport_angle() * kDegreesToRadians; light_camera_.set_viewport_angle(viewport_angle / shadow_map_zoom); light_camera_.set_viewport_resolution( vec2(shadow_map_resolution, shadow_map_resolution)); vec3 light_camera_focus = camera.position() + camera.facing() * shadow_map_offset; light_camera_focus.z = 0; vec3 light_facing = light_camera_focus - light_camera_.position(); light_camera_.set_facing(light_facing.Normalized()); // Shadow map needs to be cleared to near-white, since that's // the maximum (furthest) depth. shadow_map_.SetAsRenderTarget(); renderer.ClearFrameBuffer(kShadowMapClearColor); renderer.SetCulling(fplbase::kCullingModeBack); depth_shader_->Set(renderer); depth_skinned_shader_->Set(renderer); // Generate the shadow map: // TODO - modify this so that shadowcast is its own render pass PopDebugMarker(); // Setup for (int pass = 0; pass < corgi::RenderPass_Count; pass++) { PushDebugMarker("RenderPass"); world->render_mesh_component.RenderPass(pass, light_camera_, renderer, ShaderIndex_Depth); PopDebugMarker(); } fplbase::RenderTarget::ScreenRenderTarget(renderer).SetAsRenderTarget(); PopDebugMarker(); // CreateShadowMap }