diff options
| author | Connor Thomson <blumatrikz@gmail.com> | 2026-09-25 19:47:30 -0700 |
|---|---|---|
| committer | Connor Thomson <blumatrikz@gmail.com> | 2026-09-25 19:47:30 -0700 |
| commit | a53d076f94c4b38ac511d6d3a5d4fc21e026b183 (patch) | |
| tree | 48e44b71aaa71399b969be025064c2cc076e1d3a /src/shadow.c | |
| parent | 251b611fef77533082165bab0b88eefa05b49fbe (diff) | |
Diffstat (limited to 'src/shadow.c')
| -rw-r--r-- | src/shadow.c | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/src/shadow.c b/src/shadow.c index 2967674..469a3bf 100644 --- a/src/shadow.c +++ b/src/shadow.c @@ -28,6 +28,7 @@ SDL_GPUTexture *ta_shadow_texture; SDL_GPUSampler *ta_shadow_sampler; +SDL_GPUSampler *ta_shadow_depth_sampler; float ta_shadow_light_direction[TA_SHADOW_DIMENSION] = { -0.45f, 0.75f, 0.55f }; @@ -35,6 +36,8 @@ float ta_shadow_normal_offset = 0.03f; float ta_shadow_minimum_bias = 0.0005f; float ta_shadow_maximum_bias = 0.003f; float ta_shadow_strength = 1.0f; +float ta_shadow_light_size = 0.04f; +float ta_shadow_penumbra_scale; static float ta_shadow_dot(const float *left, const float *right) { return left[0] * right[0] + left[1] * right[1] + left[2] * right[2]; @@ -56,6 +59,8 @@ static void ta_shadow_normalize(float *vector) { } void ta_shadow_init(void) { + ta_shadow_penumbra_scale = ta_shadow_light_size * (TA_SHADOW_FAR - TA_SHADOW_NEAR) / (2.0f * TA_SHADOW_EXTENT); + SDL_GPUTextureCreateInfo texture_info = { .type = SDL_GPU_TEXTURETYPE_2D, .format = TA_SHADOW_FORMAT, @@ -79,6 +84,16 @@ void ta_shadow_init(void) { .enable_compare = true, }; ta_shadow_sampler = ta_sdl_create_gpu_sampler(ta_gpu_device, &sampler_info); + + SDL_GPUSamplerCreateInfo depth_sampler_info = { + .min_filter = SDL_GPU_FILTER_NEAREST, + .mag_filter = SDL_GPU_FILTER_NEAREST, + .mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, + .address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, + .address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, + .address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, + }; + ta_shadow_depth_sampler = ta_sdl_create_gpu_sampler(ta_gpu_device, &depth_sampler_info); } void ta_shadow_get_light_view_projection(float *matrix) { @@ -145,8 +160,10 @@ SDL_GPURenderPass *ta_shadow_begin_render_pass(SDL_GPUCommandBuffer *command_buf } void ta_shadow_shutdown(void) { + SDL_ReleaseGPUSampler(ta_gpu_device, ta_shadow_depth_sampler); SDL_ReleaseGPUSampler(ta_gpu_device, ta_shadow_sampler); SDL_ReleaseGPUTexture(ta_gpu_device, ta_shadow_texture); + ta_shadow_depth_sampler = NULL; ta_shadow_sampler = NULL; ta_shadow_texture = NULL; }
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