16 ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l, Renderable &c):
20 sampler(resources.get<Sampler>("_linear_clamp_shadow.samp"))
25 ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l):
29 sampler(resources.get<Sampler>("_linear_clamp_shadow.samp"))
34 void ShadowMap::init(unsigned s)
41 depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
42 fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
43 fbo.require_complete();
48 void ShadowMap::set_target(const Vector3 &t, float r)
54 void ShadowMap::set_darkness(float d)
57 throw invalid_argument("ShadowMap::set_darkness");
59 shdata.uniform("shadow_darkness", d);
62 void ShadowMap::set_depth_bias(float b)
65 throw invalid_argument("ShadowMap::set_depth_bias");
70 void ShadowMap::setup_frame(Renderer &renderer)
76 renderable.setup_frame(renderer);
77 shadow_caster.setup_frame(renderer);
79 shadow_camera.set_object_matrix(*light.get_matrix());
80 shadow_camera.set_position(target);
81 // TODO support point and spot lights with a frustum projection.
82 // Omnidirectional lights also need a cube shadow map.
83 shadow_camera.set_orthographic(radius*2, radius*2);
84 shadow_camera.set_depth_clip(-radius, radius);
86 shadow_matrix = shadow_camera.get_object_matrix();
87 shadow_matrix.scale(radius*2, radius*2, -radius*2);
88 shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
89 shadow_matrix.invert();
91 BindRestore bind_fbo(fbo);
92 Bind bind_depth(DepthTest::lequal());
93 fbo.clear(DEPTH_BUFFER_BIT);
95 Renderer::Push push(renderer);
96 renderer.set_camera(shadow_camera);
98 renderer.render(shadow_caster);
101 void ShadowMap::finish_frame()
103 renderable.finish_frame();
107 void ShadowMap::render(Renderer &renderer, Tag tag) const
109 if(!enabled_passes.count(tag))
110 return renderer.render(renderable, tag);
112 if(const Camera *camera = renderer.get_camera())
113 /* Multiply by camera's object matrix to form a matrix that transforms
114 from eye space to shadow space. */
115 shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix());
117 shdata.uniform("shd_eye_matrix", shadow_matrix);
119 Renderer::Push _push_rend(renderer);
121 renderer.set_texture("shadow_map", &depth_buf, &sampler);
122 renderer.add_shader_data(shdata);
123 renderer.render(renderable, tag);