Program Listing for File DirectionalShadowMapPass.cpp#
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module;
#include <glm/ext/matrix_float4x4.hpp>
#include <glad/glad.h>
#include <memory>
#include <vector>
#include "hostDevice/host_device_shared.hpp"
#include "hostDevice/bindings.hpp"
module kataglyphis.opengl.directional_shadow_map_pass;
import kataglyphis.opengl.camera;
import kataglyphis.opengl.directional_light;
import kataglyphis.opengl.directional_light.cascaded_shadow_map;
import kataglyphis.opengl.scene;
import kataglyphis.opengl.game_object;
DirectionalShadowMapPass::DirectionalShadowMapPass() { create_shader_program(); }
void DirectionalShadowMapPass::execute(glm::mat4 /*projection*/,
const std::shared_ptr<Camera> &main_camera,
GLuint window_width,
GLuint window_height,
const std::shared_ptr<Scene> &scene)
{
std::shared_ptr<DirectionalLight> const sun = scene->get_sun();
// retreive shadow map before our geometry pass
sun->calc_orthogonal_projections(
main_camera->get_viewmatrix(), main_camera->get_fov(), window_width, window_height, NUM_CASCADES);
shader_program->use_shader_program();
sun->get_shadow_map()->write();
glViewport(0, 0, sun->get_shadow_map()->get_shadow_width(), sun->get_shadow_map()->get_shadow_height());
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
// glCullFace(GL_FRONT); // avoid peter panning
sun->get_shadow_map()->write_light_matrices(sun->get_cascaded_light_matrices());
shader_program->setUniformBlockBinding(UNIFORM_LIGHT_MATRICES_BINDING, "LightSpaceMatrices");
std::vector<std::shared_ptr<GameObject>> const game_objects = scene->get_game_objects();
for (const std::shared_ptr<GameObject> &object : game_objects) {
/* if (object_is_visible(object)) {*/
set_game_object_uniforms(object->get_world_trafo(), object->get_normal_world_trafo());
object->render();
//}
}
// glCullFace(GL_BACK);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
shader_program->validate_program();
}
void DirectionalShadowMapPass::create_shader_program()
{
shader_program = std::make_shared<ShaderProgram>(ShaderProgram{});
shader_program->create_from_files("rasterizer/shadows/directional_shadow_map.vert",
"rasterizer/shadows/directional_shadow_map.geom",
"rasterizer/shadows/directional_shadow_map.frag");
}
void DirectionalShadowMapPass::set_game_object_uniforms(glm::mat4 model, glm::mat4 /*normal_model*/)
{
// DO NOT set neither normal model nor material_id hence we didn't need it
shader_program->setUniformMatrix4fv(model, "model");
}
DirectionalShadowMapPass::~DirectionalShadowMapPass() = default;