#include "scene.h"
#include "shadowmap.h"
#include "tests.h"
-#include "texgen.h"
#include "texunit.h"
using namespace std;
if(rendered)
return;
- renderable.setup_frame();
rendered = true;
+ renderable.setup_frame();
const Vector4 &lpos = light.get_position();
Vector3 back;
{
/* XXX Not really proper way to support positional lights, but good
enough when the light source is far away */
- back = Vector3(lpos)-target;
+ back = lpos.slice<3>(0)-target;
}
else
- back = Vector3(lpos);
+ back = lpos.slice<3>(0);
back.normalize();
Vector3 up;
Vector3 right = normalize(cross(up, back));
Vector4 columns[4];
- columns[0] = Vector4(right, 0.0f);
- columns[1] = Vector4(normalize(cross(back, right)), 0.0f);
- columns[2] = Vector4(back, 0.0f);
- columns[3] = Vector4(target, 1.0f);
+ columns[0] = compose(right, 0.0f);
+ columns[1] = compose(normalize(cross(back, right)), 0.0f);
+ columns[2] = compose(back, 0.0f);
+ columns[3] = compose(target, 1.0f);
light_matrix = Matrix::from_columns(columns);
view_matrix = invert(light_matrix);
unsigned unit = renderer.allocate_effect_texunit();
int iunit = unit;
shdata.uniform("shadow", iunit);
- shdata.uniform("shadow_unit", iunit);
- depth_buf.bind_to(unit);
- TexGen tg_s, tg_t, tg_r;
- tg_s.set_plane(Vector4(shadow_matrix(0, 0), shadow_matrix(0, 1), shadow_matrix(0, 2), shadow_matrix(0, 3)));
- tg_t.set_plane(Vector4(shadow_matrix(1, 0), shadow_matrix(1, 1), shadow_matrix(1, 2), shadow_matrix(1, 3)));
- tg_r.set_plane(Vector4(shadow_matrix(2, 0), shadow_matrix(2, 1), shadow_matrix(2, 2), shadow_matrix(2, 3)));
- tg_s.bind_to(unit, SCOORD);
- tg_t.bind_to(unit, TCOORD);
- tg_r.bind_to(unit, RCOORD);
+ 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
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);
-
- Texture::unbind_from(unit);
- TexGen::unbind_from(unit, SCOORD);
- TexGen::unbind_from(unit, TCOORD);
- TexGen::unbind_from(unit, RCOORD);
}
} // namespace GL