17 ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
24 depth_buf.set_min_filter(LINEAR);
25 depth_buf.set_compare_enabled(true);
26 depth_buf.set_compare_func(LEQUAL);
27 depth_buf.set_wrap(CLAMP_TO_EDGE);
28 depth_buf.storage(DEPTH_COMPONENT, size, size);
29 fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
35 void ShadowMap::set_target(const Vector3 &t, float r)
41 void ShadowMap::set_darkness(float d)
44 throw invalid_argument("ShadowMap::set_darkness");
46 shdata.uniform("shadow_darkness", d);
49 void ShadowMap::set_depth_bias(float b)
52 throw invalid_argument("ShadowMap::set_depth_bias");
57 void ShadowMap::set_texture_unit(unsigned u)
62 shdata.uniform("shadow", i);
63 shdata.uniform("shadow_unit", i);
66 void ShadowMap::render(Renderer &renderer, const Tag &tag) const
68 if(!enabled_passes.count(tag))
69 return renderer.render(renderable, tag);
71 Vector4 lpos = light.get_position();
74 /* XXX Not really proper way to support positional lights, but good
75 enough when the light source is far away */
79 float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z);
86 if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
88 float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
91 matrix[8] = -lpos.x/d;
92 matrix[1] = -lpos.x*lpos.y/d;
94 matrix[9] = -lpos.z*lpos.y/d;
98 float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
99 matrix[0] = -lpos.y/d;
100 matrix[4] = lpos.x/d;
102 matrix[1] = -lpos.x*lpos.z/d;
103 matrix[5] = -lpos.y*lpos.z/d;
111 matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
112 matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
113 matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
122 MatrixStack::Push push_mv(MatrixStack::modelview());
123 MatrixStack::Push push_proj(MatrixStack::projection());
125 MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
126 MatrixStack::modelview() = matrix;
128 Bind bind_fbo(fbo, true);
129 fbo.clear(DEPTH_BUFFER_BIT);
130 renderable.render("shadow");
133 // Has side effect of changing the current unit
134 depth_buf.bind_to(unit);
135 float diam = radius*2;
136 TexGen tg_s, tg_t, tg_r;
137 tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
138 tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
139 tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size));
140 tg_s.bind_to(SCOORD);
141 tg_t.bind_to(TCOORD);
142 tg_r.bind_to(RCOORD);
143 TexUnit::activate(0);
145 Renderer::Push _push_rend(renderer);
146 renderer.add_shader_data(shdata);
147 renderer.render(renderable, tag);
149 Texture::unbind_from(unit);
150 TexGen::unbind_from(SCOORD);
151 TexGen::unbind_from(TCOORD);
152 TexGen::unbind_from(RCOORD);
153 TexUnit::activate(0);