-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2009 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#include <cmath>
#include <cstdlib>
#include "light.h"
#include "matrix.h"
#include "misc.h"
-#include "projection.h"
#include "scene.h"
#include "shadowmap.h"
#include "texunit.h"
radius(1)
{
depth_buf.set_min_filter(LINEAR);
- depth_buf.storage(DEPTH_COMPONENT, size, size, 0);
- depth_buf.image(0, DEPTH_COMPONENT, UNSIGNED_BYTE, 0);
- depth_buf.parameter(GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
- depth_buf.parameter(GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- depth_buf.parameter(GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
- depth_buf.parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- depth_buf.parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ 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);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- draw_buffer(NO_BUFFER);
- Framebuffer::unbind();
- Texture::unbind();
}
void ShadowMap::set_target(const Vector3 &t, float r)
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);
-
- const Framebuffer *old_fbo = Framebuffer::current();
- fbo.bind();
- clear(DEPTH_BUFFER_BIT);
- scene.render("shadow");
+ MatrixStack::Push push_mv(MatrixStack::modelview());
+ MatrixStack::Push push_proj(MatrixStack::projection());
- matrix_mode(PROJECTION);
- pop_matrix();
- matrix_mode(MODELVIEW);
- pop_matrix();
- if(old_fbo)
- old_fbo->bind();
- else
- Framebuffer::unbind();
+ 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 };
+ float s_eq[4] = { matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f };
+ float t_eq[4] = { matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f };
+ float r_eq[4] = { -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-4.0f/size };
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, s_eq);
enable(GL_TEXTURE_GEN_S);
void ShadowMap::cleanup()
{
- TexUnit::activate(unit);
- Texture::unbind();
+ Texture::unbind_from(unit);
disable(GL_TEXTURE_GEN_S);
disable(GL_TEXTURE_GEN_T);
disable(GL_TEXTURE_GEN_R);