-/* $Id$
-
-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 "renderer.h"
#include "scene.h"
#include "shadowmap.h"
#include "texunit.h"
namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l):
+ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
+ Effect(r),
size(s),
- scene(c),
light(l),
unit(3),
radius(1)
unit = u;
}
-void ShadowMap::prepare()
+void ShadowMap::render(Renderer &renderer, const Tag &tag) const
{
+ if(!enabled_passes.count(tag))
+ return renderable.render(renderer, tag);
+
Vector4 lpos = light.get_position();
if(lpos.w)
{
matrix[11] = 0;
matrix[15] = 1;
+ renderer.escape();
+
{
MatrixStack::Push push_mv(MatrixStack::modelview());
MatrixStack::Push push_proj(MatrixStack::projection());
Bind bind_fbo(fbo, true);
fbo.clear(DEPTH_BUFFER_BIT);
- scene.render("shadow");
+ renderable.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);
enable(GL_TEXTURE_GEN_R);
TexUnit::activate(0);
-}
-void ShadowMap::cleanup()
-{
+ renderable.render(renderer, tag);
+
Texture::unbind_from(unit);
disable(GL_TEXTURE_GEN_S);
disable(GL_TEXTURE_GEN_T);