depth_buf.set_wrap(CLAMP_TO_EDGE);
depth_buf.storage(DEPTH_COMPONENT, size, size);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
+ fbo.require_complete();
set_darkness(0.7);
set_texture_unit(3);
rendered = true;
Vector4 lpos = light.get_position();
+
if(lpos.w)
{
/* XXX Not really proper way to support positional lights, but good
enough when the light source is far away */
- lpos.x -= target.x;
- lpos.y -= target.y;
- lpos.z -= target.z;
- float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z);
- lpos.x /= d;
- lpos.y /= d;
- lpos.z /= d;
+ lpos -= Vector4(target.x, target.y, target.z, 1.0f);
}
+ lpos.normalize();
+
float matrix[16];
if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
{
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
- const double *matrix = light_matrix.data();
+ const float *matrix = light_matrix.data();
// Has side effect of changing the current unit
depth_buf.bind_to(unit);
tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size));
- tg_s.bind_to(SCOORD);
- tg_t.bind_to(TCOORD);
- tg_r.bind_to(RCOORD);
- TexUnit::activate(0);
+ tg_s.bind_to(unit, SCOORD);
+ tg_t.bind_to(unit, TCOORD);
+ tg_r.bind_to(unit, RCOORD);
Renderer::Push _push_rend(renderer);
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);
Texture::unbind_from(unit);
- TexGen::unbind_from(SCOORD);
- TexGen::unbind_from(TCOORD);
- TexGen::unbind_from(RCOORD);
- TexUnit::activate(0);
+ TexGen::unbind_from(unit, SCOORD);
+ TexGen::unbind_from(unit, TCOORD);
+ TexGen::unbind_from(unit, RCOORD);
}
} // namespace GL