• Advertisement
  • entries
    88
  • comments
    105
  • views
    70516

Lighting and shadow map changes

Sign in to follow this  

287 views

Very productive night last night. Modified the way I calculate my Shadow Map Texture Matrix. Split into two parts

Light Class

const GLfloat bias[] = {0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0 };

glMatrixMode( GL_TEXTURE );
glLoadMatrixf( bias );
glMultMatrixf( projection_matrix );
glMultMatrixf( getCamera_matrix() );



This only gets called if the light is used as a shadow caster.

Draw Mesh.

glMatrixMode( GL_TEXTURE );
glLoadMatrixf( spot->getShadowmap_matrix() );
glMultMatrixf( obj->getModel_matrix() );
glGetFloatv( GL_TEXTURE_MATRIX, mat );
glMatrixMode( GL_MODELVIEW );



I pass this Matrix to the current shader. Tests are done to improve performance.

I now sort lights by distance to camera, this allows for automatic shadow map switching. At the moment this is just a harsh switch, one day I'll use a fade of some sort.
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement