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 */
83 lpos -= Vector4(target.x, target.y, target.z, 1.0f);
89 if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
91 float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
94 matrix[8] = -lpos.x/d;
95 matrix[1] = -lpos.x*lpos.y/d;
97 matrix[9] = -lpos.z*lpos.y/d;
101 float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
102 matrix[0] = -lpos.y/d;
103 matrix[4] = lpos.x/d;
105 matrix[1] = -lpos.x*lpos.z/d;
106 matrix[5] = -lpos.y*lpos.z/d;
114 matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
115 matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
116 matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
122 light_matrix = matrix;
124 MatrixStack::Push push_mv(MatrixStack::modelview());
125 MatrixStack::Push push_proj(MatrixStack::projection());
127 MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
128 MatrixStack::modelview() = light_matrix;
130 Bind bind_fbo(fbo, true);
131 Bind bind_depth(DepthTest::lequal());
132 fbo.clear(DEPTH_BUFFER_BIT);
133 renderable.render("shadow");
136 void ShadowMap::finish_frame() const
138 renderable.finish_frame();
142 void ShadowMap::render(Renderer &renderer, const Tag &tag) const
144 if(!enabled_passes.count(tag))
145 return renderer.render(renderable, tag);
147 const double *matrix = light_matrix.data();
149 // Has side effect of changing the current unit
150 depth_buf.bind_to(unit);
151 float diam = radius*2;
152 TexGen tg_s, tg_t, tg_r;
153 tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
154 tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
155 tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size));
156 tg_s.bind_to(SCOORD);
157 tg_t.bind_to(TCOORD);
158 tg_r.bind_to(RCOORD);
159 TexUnit::activate(0);
161 Renderer::Push _push_rend(renderer);
162 renderer.add_shader_data(shdata);
163 renderer.render(renderable, tag);
165 Texture::unbind_from(unit);
166 TexGen::unbind_from(SCOORD);
167 TexGen::unbind_from(TCOORD);
168 TexGen::unbind_from(RCOORD);
169 TexUnit::activate(0);