Implement shadow mapping pipeline for terrain and models

This commit is contained in:
Kelsi 2026-02-04 16:08:35 -08:00
parent dede5a99d4
commit f17b15395d
6 changed files with 306 additions and 1 deletions

View file

@ -174,6 +174,18 @@ private:
void resizePostProcess(int w, int h);
void shutdownPostProcess();
// Shadow mapping
static constexpr int SHADOW_MAP_SIZE = 2048;
uint32_t shadowFBO = 0;
uint32_t shadowDepthTex = 0;
uint32_t shadowShaderProgram = 0;
glm::mat4 lightSpaceMatrix = glm::mat4(1.0f);
void initShadowMap();
void renderShadowPass();
uint32_t compileShadowShader();
glm::mat4 computeLightSpaceMatrix();
pipeline::AssetManager* cachedAssetManager = nullptr;
uint32_t currentZoneId = 0;
std::string currentZoneName;