#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 "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_compare_enabled(true);
depth_buf.set_compare_func(LEQUAL);
depth_buf.set_wrap(CLAMP_TO_EDGE);
- depth_buf.storage(DEPTH_COMPONENT, size, size);
+ depth_buf.storage(DEPTH_COMPONENT, size, size, 1);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
fbo.require_complete();
depth_bias = b;
}
-void ShadowMap::setup_frame() const
+void ShadowMap::setup_frame(Renderer &renderer)
{
if(rendered)
return;
rendered = true;
- renderable.setup_frame();
-
- const Vector4 &lpos = light.get_position();
- Vector3 back;
- if(lpos.w)
- {
- /* XXX Not really proper way to support positional lights, but good
- enough when the light source is far away */
- back = Vector3(lpos)-target;
- }
- else
- back = Vector3(lpos);
- back.normalize();
-
- Vector3 up;
- if(abs(back.z)<0.99)
- up = Vector3(0, 0, 1);
- else
- up = Vector3(0, 1, 0);
-
- Vector3 right = normalize(cross(up, back));
+ renderable.setup_frame(renderer);
- 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);
- light_matrix = Matrix::from_columns(columns);
- view_matrix = invert(light_matrix);
+ 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);
- MatrixStack::Push push_mv(MatrixStack::modelview());
- MatrixStack::Push push_proj(MatrixStack::projection());
-
- MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
- MatrixStack::modelview() = view_matrix;
-
- shadow_matrix = light_matrix;
+ 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;
unsigned unit = renderer.allocate_effect_texunit();
int iunit = unit;
- shdata.uniform("shadow", iunit);
+ shdata.uniform("shadow_map", iunit);
Bind _bind_depth(depth_buf, unit);