- 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 d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z);
- lpos.x /= d;
- lpos.y /= d;
- lpos.z /= d;
- }
-
- 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;
-
- {
- MatrixStack::Push push_mv(MatrixStack::modelview());
- MatrixStack::Push push_proj(MatrixStack::projection());
-
- MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
- MatrixStack::modelview() = matrix;
-
- Bind bind_fbo(fbo, true);
- fbo.clear(DEPTH_BUFFER_BIT);
- scene.render("shadow");
- }
-
- depth_buf.bind_to(unit);
- 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(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;
+ 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);
+
+ Renderer::Push push(renderer);
+ renderer.set_camera(camera);
+
+ renderer.render(renderable, "shadow");
+}
+
+void ShadowMap::finish_frame()
+{
+ renderable.finish_frame();
+ rendered = false;