Improved the shadows with a larger texture, PCF for the edges, and only calculating the shadows once.

This commit is contained in:
Zed A. Shaw 2026-09-21 14:49:59 -04:00
parent 621c355876
commit 4747d297e8
4 changed files with 49 additions and 25 deletions

View file

@ -52,7 +52,7 @@ struct Scene {
Shader depth_dbg_shader{{"shaders/33-shadow_dbg.vert.glsl", "shaders/33-shadow_dbg.frag.glsl", ""}};
unsigned int depth_FBO = UINT_MAX;
unsigned int depth_map = UINT_MAX;
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
const unsigned int SHADOW_WIDTH = 1024 * 8, SHADOW_HEIGHT = 1024 * 8;
float near_plane = 1.0f;
float far_plane = 100.0f;
@ -74,6 +74,8 @@ struct Scene {
unsigned int quadVAO = UINT_MAX;
unsigned int quadVBO = UINT_MAX;
bool shadows_rendered = false;
Scene(components::Scene& config):
shader{config.shader},
reflect_shader{config.reflect_shader},