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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-02 09:19:12 +01:00

Cast shadows of scenery lamps from the scenery, nearby vehicles and the cab in the GL 4.6 renderer

This commit is contained in:
2026-10-16 11:32:45 +02:00
parent 06d7b9e9f0
commit 2f0a06b98e
12 changed files with 665 additions and 75 deletions

View File

@@ -60,6 +60,8 @@ namespace gl
const size_t SKY_VIEW_TEX = MAX_TEXTURES + HELPER_TEXTURES + 0;
// cube shadow maps of the lamps (cube map array, depth compared; opengl46_local_shadows). bound directly, like the one above
const size_t LOCAL_SHADOW_TEX = MAX_TEXTURES + HELPER_TEXTURES + 1;
// the same for the lamps of scenery models (a texture of its own: the maps have another size)
const size_t LOCAL_SHADOW_LAMPS_TEX = MAX_TEXTURES + HELPER_TEXTURES + 2;
struct scene_ubs
{
@@ -141,7 +143,8 @@ namespace gl
// HEADLIGHTS: view space to the space of the beam texture, and the weights of its channels.
// SPOT and POINT (lamps): view space to the space of the cube shadow map of the lamp (origin at the lamp), and
// x: layer of the cube map array the map is in, below 0 when the lamp has no shadows; y: near plane of the map;
// z: size of a texel of the map one metre from the lamp; w: radius of the filter, in texels
// z: size of a texel of the map one metre from the lamp; w: radius of the filter, in texels. the map is in the array of
// the scenery lamps (LOCAL_SHADOW_LAMPS_TEX) when linear is 1, in the one of the cab lamp (LOCAL_SHADOW_TEX) otherwise
glm::mat4 headlight_projection;
glm::vec4 headlight_weights;
};