- const Vector4 &lpos=light.get_position();
- if(lpos.w)
- throw Exception("Non-directional lights not supported at the moment");
-
- 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;
-
- {
- matrix_mode(PROJECTION);
- push_matrix();
- load_identity();
- ortho(-radius, radius, -radius, radius, -radius, radius);
- matrix_mode(MODELVIEW);
- push_matrix();
- load_matrix(matrix);
-
- Bind _bind_fbo(fbo);
- glViewport(0, 0, size, size);
- glClear(GL_DEPTH_BUFFER_BIT);
- scene.render("shadow");
-
- matrix_mode(PROJECTION);
- pop_matrix();
- matrix_mode(MODELVIEW);
- pop_matrix();
- }
-
- depth_buf.bind_to(3);
- float diam=radius*2;
- float s_eq[4]={ matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5 };
- float t_eq[4]={ matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5 };
- float r_eq[4]={ -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5-matrix[14]/diam-4.0/size };
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_S, GL_EYE_PLANE, s_eq);
- enable(GL_TEXTURE_GEN_S);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_T, GL_EYE_PLANE, t_eq);
- enable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_R, GL_EYE_PLANE, r_eq);
- enable(GL_TEXTURE_GEN_R);
-
- TexUnit::activate(0);
+ if(d<0.0f || d>1.0f)
+ throw invalid_argument("ShadowMap::set_darkness");
+
+ shdata.uniform("shadow_darkness", d);
+}
+
+void ShadowMap::set_depth_bias(float b)
+{
+ if(b<0.0f)
+ throw invalid_argument("ShadowMap::set_depth_bias");
+
+ depth_bias = b;
+}
+
+void ShadowMap::setup_frame(Renderer &renderer)
+{
+ if(rendered)
+ return;
+
+ rendered = true;
+ renderable.setup_frame(renderer);
+
+ Camera camera;
+ const Vector4 &lpos = light.get_position();
+ /* XXX Not really proper way to support positional lights, but good
+ enough when the light source is far away */
+ camera.set_look_direction(lpos.w*target-lpos.slice<3>(0));
+
+ camera.set_up_direction((abs(camera.get_look_direction().z)<0.99) ? Vector3(0, 0, 1) : Vector3(0, 1, 0));
+ camera.set_position(target);
+ 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);
+
+ Renderer::Push push(renderer);
+ renderer.set_camera(camera);
+
+ renderer.render(renderable, "shadow");
+}
+
+void ShadowMap::finish_frame()
+{
+ renderable.finish_frame();
+ rendered = false;