| 34 | } |
| 35 | |
| 36 | void ShadowMapRenderer::renderShadowMap(const glm::mat4 &lightViewMatrix, std::vector<int> activeTrackBlockIDs, const std::shared_ptr<Car> &car){ |
| 37 | /* ------- SHADOW MAPPING ------- */ |
| 38 | glCullFace(GL_FRONT); |
| 39 | depthShader.use(); |
| 40 | float near_plane = 160.0f, far_plane = 280.f; |
| 41 | glm::mat4 lightProjection = glm::ortho(-20.0f, 20.0f, -20.0f, 20.0f, near_plane, far_plane); |
| 42 | lightSpaceMatrix = lightProjection * lightViewMatrix; |
| 43 | |
| 44 | depthShader.loadLightSpaceMatrix(lightSpaceMatrix); |
| 45 | depthShader.bindTextureArray(track->textureArrayID); |
| 46 | |
| 47 | glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); |
| 48 | glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); |
| 49 | glClear(GL_DEPTH_BUFFER_BIT); |
| 50 | |
| 51 | /* Render the track using this simple shader to get depth texture to test against during draw */ |
| 52 | for (int activeBlk_Idx = 0; activeBlk_Idx < activeTrackBlockIDs.size(); ++activeBlk_Idx) { |
| 53 | TrackBlock active_track_Block = track->track_blocks[activeTrackBlockIDs[activeBlk_Idx]]; |
| 54 | std::vector<Light> contributingLights; |
| 55 | for (auto &light_entity : active_track_Block.lights) { |
| 56 | contributingLights.emplace_back(boost::get<Light>(light_entity.glMesh)); |
| 57 | } |
| 58 | for (auto &track_block_entity : active_track_Block.track) { |
| 59 | boost::get<Track>(track_block_entity.glMesh).update(); |
| 60 | depthShader.loadTransformMatrix(boost::get<Track>(track_block_entity.glMesh).ModelMatrix); |
| 61 | boost::get<Track>(track_block_entity.glMesh).render(); |
| 62 | } |
| 63 | for (auto &track_block_entity : active_track_Block.objects) { |
| 64 | boost::get<Track>(track_block_entity.glMesh).update(); |
| 65 | depthShader.loadTransformMatrix(boost::get<Track>(track_block_entity.glMesh).ModelMatrix); |
| 66 | boost::get<Track>(track_block_entity.glMesh).render(); |
| 67 | } |
| 68 | } |
| 69 | /* And the Car */ |
| 70 | depthShader.bindTextureArray(car->textureArrayID); |
| 71 | for (auto &misc_model : car->misc_models) { |
| 72 | depthShader.loadTransformMatrix(misc_model.ModelMatrix); |
| 73 | misc_model.render(); |
| 74 | } |
| 75 | depthShader.loadTransformMatrix(car->left_front_wheel_model.ModelMatrix); |
| 76 | car->left_front_wheel_model.render(); |
| 77 | depthShader.loadTransformMatrix(car->left_rear_wheel_model.ModelMatrix); |
| 78 | car->left_rear_wheel_model.render(); |
| 79 | depthShader.loadTransformMatrix(car->right_front_wheel_model.ModelMatrix); |
| 80 | car->right_front_wheel_model.render(); |
| 81 | depthShader.loadTransformMatrix(car->right_rear_wheel_model.ModelMatrix); |
| 82 | car->right_rear_wheel_model.render(); |
| 83 | depthShader.loadTransformMatrix(car->car_body_model.ModelMatrix); |
| 84 | car->car_body_model.render(); |
| 85 | |
| 86 | glCullFace(GL_BACK); // Reset original culling face |
| 87 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 88 | |
| 89 | glViewport(0, 0, Config::get().resX, Config::get().resY); |
| 90 | } |
| 91 | |
| 92 | ShadowMapRenderer::~ShadowMapRenderer() { |
| 93 | glDeleteFramebuffers(1, &depthMapFBO); |
no test coverage detected