begin fixing transparent object's shadows

This commit is contained in:
FakeShemp
2016-02-27 18:42:51 +01:00
parent 8647267cad
commit 14b0a64720
7 changed files with 51 additions and 44 deletions
+12 -12
View File
@@ -29,19 +29,19 @@ struct Frustum
class ShadowPass
{
public:
ShadowPass(IRenderer* renderer);
ShadowPass(IRenderer* renderer);
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
~ShadowPass();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void ClearBuffer();
void Draw(RenderScene& scene);
~ShadowPass();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void ClearBuffer();
void Draw(RenderScene& scene);
GLuint DepthMap() const { return m_DepthMap; }
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
std::array<float, MAX_SPLITS> FarDistance() const { return { m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; }
std::array<float, MAX_SPLITS> FarDistance() const { return{ m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; }
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
@@ -55,7 +55,7 @@ private:
float FindRadius(Frustum& frustum);
void RadiusToLightspace(Frustum& frustum);
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
@@ -66,9 +66,9 @@ private:
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
GLuint m_ResolutionSizeWidth = 1024 * 2;
GLuint m_ResolutionSizeHeight = 1024 * 2;
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
GLuint m_ResolutionSizeWidth = 1024 * 2;
GLuint m_ResolutionSizeHeight = 1024 * 2;
int m_CurrentNrOfSplits = 4;
float m_SplitWeight = 0.91f;