17 ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
23 depth_buf.set_min_filter(LINEAR);
24 depth_buf.set_compare_enabled(true);
25 depth_buf.set_compare_func(LEQUAL);
26 depth_buf.set_wrap(CLAMP_TO_EDGE);
27 depth_buf.storage(DEPTH_COMPONENT, size, size);
28 fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
33 void ShadowMap::set_target(const Vector3 &t, float r)
39 void ShadowMap::set_texture_unit(unsigned u)
44 shdata.uniform("shadow", i);
45 shdata.uniform("shadow_unit", i);
48 void ShadowMap::render(Renderer &renderer, const Tag &tag) const
50 if(!enabled_passes.count(tag))
51 return renderer.render(renderable, tag);
53 Vector4 lpos = light.get_position();
56 /* XXX Not really proper way to support positional lights, but good
57 enough when the light source is far away */
61 float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z);
68 if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
70 float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
73 matrix[8] = -lpos.x/d;
74 matrix[1] = -lpos.x*lpos.y/d;
76 matrix[9] = -lpos.z*lpos.y/d;
80 float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
81 matrix[0] = -lpos.y/d;
84 matrix[1] = -lpos.x*lpos.z/d;
85 matrix[5] = -lpos.y*lpos.z/d;
93 matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
94 matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
95 matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
104 MatrixStack::Push push_mv(MatrixStack::modelview());
105 MatrixStack::Push push_proj(MatrixStack::projection());
107 MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
108 MatrixStack::modelview() = matrix;
110 Bind bind_fbo(fbo, true);
111 fbo.clear(DEPTH_BUFFER_BIT);
112 renderable.render("shadow");
115 // Has side effect of changing the current unit
116 depth_buf.bind_to(unit);
117 float diam = radius*2;
118 TexGen tg_s, tg_t, tg_r;
119 tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
120 tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
121 tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-4.0f/size));
122 tg_s.bind_to(SCOORD);
123 tg_t.bind_to(TCOORD);
124 tg_r.bind_to(RCOORD);
125 TexUnit::activate(0);
127 Renderer::Push _push_rend(renderer);
128 renderer.add_shader_data(shdata);
129 renderer.render(renderable, tag);
131 Texture::unbind_from(unit);
132 TexGen::unbind_from(SCOORD);
133 TexGen::unbind_from(TCOORD);
134 TexGen::unbind_from(RCOORD);
135 TexUnit::activate(0);