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);
32 fbo.require_complete();
38 void ShadowMap::set_target(const Vector3 &t, float r)
44 void ShadowMap::set_darkness(float d)
47 throw invalid_argument("ShadowMap::set_darkness");
49 shdata.uniform("shadow_darkness", d);
52 void ShadowMap::set_depth_bias(float b)
55 throw invalid_argument("ShadowMap::set_depth_bias");
60 void ShadowMap::set_texture_unit(unsigned u)
65 shdata.uniform("shadow", i);
66 shdata.uniform("shadow_unit", i);
69 void ShadowMap::setup_frame() const
74 renderable.setup_frame();
77 Vector4 lpos = light.get_position();
81 /* XXX Not really proper way to support positional lights, but good
82 enough when the light source is far away */
88 float l = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z);
94 if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
96 float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
99 matrix[8] = -lpos.x/d;
100 matrix[1] = -lpos.x*lpos.y/d;
102 matrix[9] = -lpos.z*lpos.y/d;
106 float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
107 matrix[0] = -lpos.y/d;
108 matrix[4] = lpos.x/d;
110 matrix[1] = -lpos.x*lpos.z/d;
111 matrix[5] = -lpos.y*lpos.z/d;
119 matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
120 matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
121 matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
127 light_matrix = matrix;
129 MatrixStack::Push push_mv(MatrixStack::modelview());
130 MatrixStack::Push push_proj(MatrixStack::projection());
132 MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
133 MatrixStack::modelview() = light_matrix;
135 Bind bind_fbo(fbo, true);
136 Bind bind_depth(DepthTest::lequal());
137 fbo.clear(DEPTH_BUFFER_BIT);
138 renderable.render("shadow");
141 void ShadowMap::finish_frame() const
143 renderable.finish_frame();
147 void ShadowMap::render(Renderer &renderer, const Tag &tag) const
149 if(!enabled_passes.count(tag))
150 return renderer.render(renderable, tag);
152 const double *matrix = light_matrix.data();
154 // Has side effect of changing the current unit
155 depth_buf.bind_to(unit);
156 float diam = radius*2;
157 TexGen tg_s, tg_t, tg_r;
158 tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
159 tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
160 tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size));
161 tg_s.bind_to(SCOORD);
162 tg_t.bind_to(TCOORD);
163 tg_r.bind_to(RCOORD);
164 TexUnit::activate(0);
166 Renderer::Push _push_rend(renderer);
167 renderer.add_shader_data(shdata);
168 renderer.render(renderable, tag);
170 Texture::unbind_from(unit);
171 TexGen::unbind_from(SCOORD);
172 TexGen::unbind_from(TCOORD);
173 TexGen::unbind_from(RCOORD);
174 TexUnit::activate(0);