#include <cmath>
#include <cstdlib>
+#include "camera.h"
#include "light.h"
-#include "matrix.h"
-#include "misc.h"
#include "renderer.h"
#include "scene.h"
#include "shadowmap.h"
#include "tests.h"
-#include "texgen.h"
-#include "texunit.h"
using namespace std;
namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
Effect(r),
size(s),
light(l),
depth_buf.set_wrap(CLAMP_TO_EDGE);
depth_buf.storage(DEPTH_COMPONENT, size, size);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
+ fbo.require_complete();
set_darkness(0.7);
- set_texture_unit(3);
}
void ShadowMap::set_target(const Vector3 &t, float r)
depth_bias = b;
}
-void ShadowMap::set_texture_unit(unsigned u)
-{
- unit = u;
-
- int i = unit;
- shdata.uniform("shadow", i);
- shdata.uniform("shadow_unit", i);
-}
-
-void ShadowMap::setup_frame() const
+void ShadowMap::setup_frame(Renderer &renderer)
{
if(rendered)
return;
- renderable.setup_frame();
rendered = true;
-
- Vector4 lpos = light.get_position();
-
- if(lpos.w)
- {
- /* XXX Not really proper way to support positional lights, but good
- enough when the light source is far away */
- lpos.x -= target.x;
- lpos.y -= target.y;
- lpos.z -= target.z;
- }
-
- float l = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z);
- lpos.x /= l;
- lpos.y /= l;
- lpos.z /= l;
-
- float matrix[16];
- if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
- {
- float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
- matrix[0] = lpos.z/d;
- matrix[4] = 0;
- matrix[8] = -lpos.x/d;
- matrix[1] = -lpos.x*lpos.y/d;
- matrix[5] = d;
- matrix[9] = -lpos.z*lpos.y/d;
- }
- else
- {
- float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
- matrix[0] = -lpos.y/d;
- matrix[4] = lpos.x/d;
- matrix[8] = 0;
- matrix[1] = -lpos.x*lpos.z/d;
- matrix[5] = -lpos.y*lpos.z/d;
- matrix[9] = d;
- }
-
- matrix[2] = lpos.x;
- matrix[6] = lpos.y;
- matrix[10] = lpos.z;
-
- matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
- matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
- matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
- matrix[3] = 0;
- matrix[7] = 0;
- matrix[11] = 0;
- matrix[15] = 1;
-
- light_matrix = matrix;
-
- MatrixStack::Push push_mv(MatrixStack::modelview());
- MatrixStack::Push push_proj(MatrixStack::projection());
-
- MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
- MatrixStack::modelview() = light_matrix;
-
- Bind bind_fbo(fbo, true);
+ renderable.setup_frame(renderer);
+
+ Camera camera;
+ camera.set_object_matrix(*light.get_matrix());
+ camera.set_position(target);
+ // TODO support point and spot lights with a frustum projection.
+ // Omnidirectional lights also need a cube shadow map.
+ camera.set_orthographic(radius*2, radius*2);
+ camera.set_depth_clip(-radius, radius);
+
+ shadow_matrix = camera.get_object_matrix();
+ shadow_matrix.scale(radius*2, radius*2, -radius*2);
+ shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
+ shadow_matrix.invert();
+
+ BindRestore bind_fbo(fbo);
Bind bind_depth(DepthTest::lequal());
fbo.clear(DEPTH_BUFFER_BIT);
- renderable.render("shadow");
+
+ Renderer::Push push(renderer);
+ renderer.set_camera(camera);
+
+ renderer.render(renderable, "shadow");
}
-void ShadowMap::finish_frame() const
+void ShadowMap::finish_frame()
{
renderable.finish_frame();
rendered = false;
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
- const double *matrix = light_matrix.data();
+ Renderer::Push _push_rend(renderer);
+
+ unsigned unit = renderer.allocate_effect_texunit();
+ int iunit = unit;
+ shdata.uniform("shadow", iunit);
- // Has side effect of changing the current unit
- depth_buf.bind_to(unit);
- float diam = radius*2;
- TexGen tg_s, tg_t, tg_r;
- tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
- tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
- tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size));
- tg_s.bind_to(SCOORD);
- tg_t.bind_to(TCOORD);
- tg_r.bind_to(RCOORD);
- TexUnit::activate(0);
+ Bind _bind_depth(depth_buf, unit);
+
+ if(const Camera *camera = renderer.get_camera())
+ /* Multiply by camera's object matrix to form a matrix that transforms
+ from eye space to shadow space. */
+ shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix());
+ else
+ shdata.uniform("shd_eye_matrix", shadow_matrix);
- Renderer::Push _push_rend(renderer);
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);
-
- Texture::unbind_from(unit);
- TexGen::unbind_from(SCOORD);
- TexGen::unbind_from(TCOORD);
- TexGen::unbind_from(RCOORD);
- TexUnit::activate(0);
}
} // namespace GL