radius(1)
{
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, 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);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- draw_buffer(NO_BUFFER);
- Framebuffer::unbind();
- Texture::unbind();
}
void ShadowMap::set_target(const Vector3 &t, float r)
{
- target=t;
- radius=r;
+ target = t;
+ radius = r;
}
void ShadowMap::set_texture_unit(unsigned u)
{
- unit=u;
+ unit = u;
}
void ShadowMap::prepare()
{
- Vector4 lpos=light.get_position();
+ 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.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;
}
float matrix[16];
if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
{
- float d=sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
- matrix[0]=lpos.z/d;
- matrix[4]=0;
- matrix[8]=-lpos.x/d;
- matrix[1]=-lpos.x*lpos.y/d;
- matrix[5]=d;
- matrix[9]=-lpos.z*lpos.y/d;
+ float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
+ matrix[0] = lpos.z/d;
+ matrix[4] = 0;
+ matrix[8] = -lpos.x/d;
+ matrix[1] = -lpos.x*lpos.y/d;
+ matrix[5] = d;
+ matrix[9] = -lpos.z*lpos.y/d;
}
else
{
- float d=sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
- matrix[0]=-lpos.y/d;
- matrix[4]=lpos.x/d;
- matrix[8]=0;
- matrix[1]=-lpos.x*lpos.z/d;
- matrix[5]=-lpos.y*lpos.z/d;
- matrix[9]=d;
+ float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
+ matrix[0] = -lpos.y/d;
+ matrix[4] = lpos.x/d;
+ matrix[8] = 0;
+ matrix[1] = -lpos.x*lpos.z/d;
+ matrix[5] = -lpos.y*lpos.z/d;
+ matrix[9] = d;
}
- matrix[2]=lpos.x;
- matrix[6]=lpos.y;
- matrix[10]=lpos.z;
+ matrix[2] = lpos.x;
+ matrix[6] = lpos.y;
+ matrix[10] = lpos.z;
- matrix[12]=-(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
- matrix[13]=-(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
- matrix[14]=-(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
- matrix[3]=0;
- matrix[7]=0;
- matrix[11]=0;
- matrix[15]=1;
+ matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
+ matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
+ matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
+ matrix[3] = 0;
+ matrix[7] = 0;
+ matrix[11] = 0;
+ matrix[15] = 1;
{
matrix_mode(PROJECTION);
push_matrix();
load_matrix(matrix);
- const Framebuffer *old_fbo=Framebuffer::current();
- fbo.bind();
- clear(DEPTH_BUFFER_BIT);
+ Bind bind_fbo(fbo, true);
+ fbo.clear(DEPTH_BUFFER_BIT);
scene.render("shadow");
matrix_mode(PROJECTION);
pop_matrix();
matrix_mode(MODELVIEW);
pop_matrix();
- if(old_fbo)
- old_fbo->bind();
- else
- Framebuffer::unbind();
}
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 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 };
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);