-/* $Id$
-
-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 "projection.h"
+#include "renderer.h"
#include "scene.h"
#include "shadowmap.h"
+#include "tests.h"
+#include "texgen.h"
#include "texunit.h"
using namespace std;
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),
- radius(1)
+ radius(1),
+ depth_bias(4),
+ rendered(false)
{
depth_buf.set_min_filter(LINEAR);
- 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);
+ 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);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- glDrawBuffer(GL_NONE);
- Framebuffer::unbind();
- Texture::unbind();
+ fbo.require_complete();
+
+ set_darkness(0.7);
+ set_texture_unit(3);
}
void ShadowMap::set_target(const Vector3 &t, float r)
{
- target=t;
- radius=r;
+ target = t;
+ 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::prepare()
+void ShadowMap::setup_frame() const
{
- const Vector4 &lpos=light.get_position();
+ if(rendered)
+ return;
+
+ renderable.setup_frame();
+ rendered = true;
+
+ Vector4 lpos = light.get_position();
+
if(lpos.w)
- throw Exception("Non-directional lights not supported at the moment");
+ {
+ /* XXX Not really proper way to support positional lights, but good
+ enough when the light source is far away */
+ 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))
{
- 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_identity();
- ortho(-radius, radius, -radius, radius, -radius, radius);
- matrix_mode(MODELVIEW);
- push_matrix();
- load_matrix(matrix);
-
- const Framebuffer *old_fbo=Framebuffer::current();
- fbo.bind();
- glViewport(0, 0, size, size);
- glClear(GL_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();
- }
+ light_matrix = matrix;
- depth_buf.bind_to(3);
- 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);
- 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);
+ MatrixStack::Push push_mv(MatrixStack::modelview());
+ MatrixStack::Push push_proj(MatrixStack::projection());
- TexUnit::activate(0);
+ MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
+ MatrixStack::modelview() = light_matrix;
+
+ Bind bind_fbo(fbo, true);
+ Bind bind_depth(DepthTest::lequal());
+ fbo.clear(DEPTH_BUFFER_BIT);
+ renderable.render("shadow");
+}
+
+void ShadowMap::finish_frame() const
+{
+ renderable.finish_frame();
+ rendered = false;
}
-void ShadowMap::cleanup()
+void ShadowMap::render(Renderer &renderer, const Tag &tag) const
{
- TexUnit::activate(3);
- Texture::unbind();
- disable(GL_TEXTURE_GEN_S);
- disable(GL_TEXTURE_GEN_T);
- disable(GL_TEXTURE_GEN_R);
+ if(!enabled_passes.count(tag))
+ return renderer.render(renderable, tag);
+
+ const double *matrix = light_matrix.data();
+
+ // Has side effect of changing the current unit
+ depth_buf.bind_to(unit);
+ float diam = radius*2;
+ 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);
+
+ 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);
}