18 ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
26 depth_buf.set_min_filter(LINEAR);
27 depth_buf.set_compare_enabled(true);
28 depth_buf.set_compare_func(LEQUAL);
29 depth_buf.set_wrap(CLAMP_TO_EDGE);
30 depth_buf.storage(DEPTH_COMPONENT, size, size);
31 fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
37 void ShadowMap::set_target(const Vector3 &t, float r)
43 void ShadowMap::set_darkness(float d)
46 throw invalid_argument("ShadowMap::set_darkness");
48 shdata.uniform("shadow_darkness", d);
51 void ShadowMap::set_depth_bias(float b)
54 throw invalid_argument("ShadowMap::set_depth_bias");
59 void ShadowMap::set_texture_unit(unsigned u)
64 shdata.uniform("shadow", i);
65 shdata.uniform("shadow_unit", i);
68 void ShadowMap::setup_frame() const
73 renderable.setup_frame();
76 Vector4 lpos = light.get_position();
79 /* XXX Not really proper way to support positional lights, but good
80 enough when the light source is far away */
84 float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z);
91 if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
93 float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
96 matrix[8] = -lpos.x/d;
97 matrix[1] = -lpos.x*lpos.y/d;
99 matrix[9] = -lpos.z*lpos.y/d;
103 float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
104 matrix[0] = -lpos.y/d;
105 matrix[4] = lpos.x/d;
107 matrix[1] = -lpos.x*lpos.z/d;
108 matrix[5] = -lpos.y*lpos.z/d;
116 matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
117 matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
118 matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
124 light_matrix = matrix;
126 MatrixStack::Push push_mv(MatrixStack::modelview());
127 MatrixStack::Push push_proj(MatrixStack::projection());
129 MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
130 MatrixStack::modelview() = light_matrix;
132 Bind bind_fbo(fbo, true);
133 Bind bind_depth(DepthTest::lequal());
134 fbo.clear(DEPTH_BUFFER_BIT);
135 renderable.render("shadow");
138 void ShadowMap::finish_frame() const
140 renderable.finish_frame();
144 void ShadowMap::render(Renderer &renderer, const Tag &tag) const
146 if(!enabled_passes.count(tag))
147 return renderer.render(renderable, tag);
149 const double *matrix = light_matrix.data();
151 // Has side effect of changing the current unit
152 depth_buf.bind_to(unit);
153 float diam = radius*2;
154 TexGen tg_s, tg_t, tg_r;
155 tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
156 tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
157 tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size));
158 tg_s.bind_to(SCOORD);
159 tg_t.bind_to(TCOORD);
160 tg_r.bind_to(RCOORD);
161 TexUnit::activate(0);
163 Renderer::Push _push_rend(renderer);
164 renderer.add_shader_data(shdata);
165 renderer.render(renderable, tag);
167 Texture::unbind_from(unit);
168 TexGen::unbind_from(SCOORD);
169 TexGen::unbind_from(TCOORD);
170 TexGen::unbind_from(RCOORD);
171 TexUnit::activate(0);