#include "resources.h"
#include "scene.h"
#include "shadowmap.h"
-#include "tests.h"
using namespace std;
namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
Effect(r),
- size(s),
light(l),
- sampler(resources.get<Sampler>("_linear_clamp_shadow.samp")),
- radius(1),
- depth_bias(4),
- rendered(false)
+ shadow_caster(c),
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
{
+ init(s);
+}
+
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
+ Effect(r),
+ light(l),
+ shadow_caster(r),
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
+{
+ init(s);
+}
+
+void ShadowMap::init(unsigned s)
+{
+ size = s;
+ radius = 1;
+ depth_bias = 4;
+ rendered = false;
+
depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- fbo.require_complete();
- set_darkness(0.7);
+ depth_test.enabled = true;
+ depth_test.compare = LEQUAL;
+
+ set_darkness(1.0f);
+ shdata.uniform("shd_world_matrix", Matrix());
}
void ShadowMap::set_target(const Vector3 &t, float r)
rendered = true;
renderable.setup_frame(renderer);
+ shadow_caster.setup_frame(renderer);
shadow_camera.set_object_matrix(*light.get_matrix());
shadow_camera.set_position(target);
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);
+ shdata.uniform("shd_world_matrix", shadow_matrix);
Renderer::Push push(renderer);
+ renderer.set_framebuffer(&fbo);
+ renderer.clear(DEPTH_BUFFER_BIT);
renderer.set_camera(shadow_camera);
+ renderer.set_depth_test(&depth_test);
- renderer.render(renderable, "shadow");
+ renderer.render(shadow_caster);
}
void ShadowMap::finish_frame()
{
- renderable.finish_frame();
- rendered = false;
+ if(rendered)
+ {
+ rendered = false;
+ renderable.finish_frame();
+ }
}
void ShadowMap::render(Renderer &renderer, Tag tag) const
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
- 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.set_texture("shadow_map", &depth_buf, &sampler);
renderer.render(renderable, tag);
}
+void ShadowMap::set_debug_name(const std::string &name)
+{
+#ifdef DEBUG
+ fbo.set_debug_name(name+" [FBO]");
+ shadow_camera.set_debug_name(name+".camera");
+ depth_buf.set_debug_name(name+"/depth.tex2d");
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
+
} // namespace GL
} // namespace Msp