#include "renderer.h"
#include "scene.h"
#include "shadowmap.h"
+#include "texgen.h"
#include "texunit.h"
using namespace std;
Effect(r),
size(s),
light(l),
- unit(3),
- radius(1)
+ radius(1),
+ depth_bias(4)
{
depth_buf.set_min_filter(LINEAR);
depth_buf.set_compare_enabled(true);
depth_buf.set_wrap(CLAMP_TO_EDGE);
depth_buf.storage(DEPTH_COMPONENT, size, size);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
+
+ set_darkness(0.7);
+ set_texture_unit(3);
}
void ShadowMap::set_target(const Vector3 &t, float r)
radius = r;
}
+void ShadowMap::set_darkness(float d)
+{
+ if(d<0.0f || d>1.0f)
+ throw invalid_argument("ShadowMap::set_darkness");
+
+ shdata.uniform("shadow_darkness", d);
+}
+
+void ShadowMap::set_depth_bias(float b)
+{
+ if(b<0.0f)
+ throw invalid_argument("ShadowMap::set_depth_bias");
+
+ depth_bias = b;
+}
+
void ShadowMap::set_texture_unit(unsigned u)
{
unit = u;
+
+ int i = unit;
+ shdata.uniform("shadow", i);
+ shdata.uniform("shadow_unit", i);
}
void ShadowMap::render(Renderer &renderer, const Tag &tag) const
{
if(!enabled_passes.count(tag))
- return renderable.render(renderer, tag);
+ return renderer.render(renderable, tag);
Vector4 lpos = light.get_position();
if(lpos.w)
renderable.render("shadow");
}
+ // Has side effect of changing the current unit
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+0.5f };
- 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);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_T, GL_EYE_PLANE, t_eq);
- enable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_R, GL_EYE_PLANE, r_eq);
- enable(GL_TEXTURE_GEN_R);
-
+ TexGen tg_s, tg_t, tg_r;
+ 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);
- renderable.render(renderer, tag);
+ Renderer::Push _push_rend(renderer);
+ renderer.add_shader_data(shdata);
+ renderer.render(renderable, tag);
Texture::unbind_from(unit);
- disable(GL_TEXTURE_GEN_S);
- disable(GL_TEXTURE_GEN_T);
- disable(GL_TEXTURE_GEN_R);
+ TexGen::unbind_from(SCOORD);
+ TexGen::unbind_from(TCOORD);
+ TexGen::unbind_from(RCOORD);
TexUnit::activate(0);
}