#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;
depth_bias(4),
rendered(false)
{
- depth_buf.set_min_filter(LINEAR);
- 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);
+ Sampler &depth_samp = depth_buf.get_default_sampler();
+ depth_samp.set_min_filter(LINEAR);
+ depth_samp.set_compare(LEQUAL);
+ depth_samp.set_wrap(CLAMP_TO_EDGE);
+ depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
fbo.require_complete();
renderable.setup_frame(renderer);
Camera camera;
- const Vector4 &lpos = light.get_position();
- /* XXX Not really proper way to support positional lights, but good
- enough when the light source is far away */
- camera.set_look_direction(lpos.w*target-lpos.slice<3>(0));
-
- camera.set_up_direction((abs(camera.get_look_direction().z)<0.99) ? Vector3(0, 0, 1) : Vector3(0, 1, 0));
+ 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);
Bind bind_depth(DepthTest::lequal());
fbo.clear(DEPTH_BUFFER_BIT);
- Renderer shadow_renderer(&camera);
- renderable.render(shadow_renderer, "shadow");
+ Renderer::Push push(renderer);
+ renderer.set_camera(camera);
+
+ renderer.render(renderable, "shadow");
}
void ShadowMap::finish_frame()
unsigned unit = renderer.allocate_effect_texunit();
int iunit = unit;
- shdata.uniform("shadow", iunit);
+ shdata.uniform("shadow_map", iunit);
Bind _bind_depth(depth_buf, unit);