#include "renderer.h"
#include "scene.h"
#include "shadowmap.h"
+#include "tests.h"
#include "texgen.h"
#include "texunit.h"
Effect(r),
size(s),
light(l),
- radius(1)
+ radius(1),
+ depth_bias(4),
+ rendered(false)
{
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);
+ fbo.require_complete();
+ set_darkness(0.7);
set_texture_unit(3);
}
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;
shdata.uniform("shadow_unit", i);
}
-void ShadowMap::render(Renderer &renderer, const Tag &tag) const
+void ShadowMap::setup_frame() const
{
- if(!enabled_passes.count(tag))
- return renderer.render(renderable, tag);
+ if(rendered)
+ return;
+
+ renderable.setup_frame();
+ 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))
{
matrix[11] = 0;
matrix[15] = 1;
- renderer.escape();
+ light_matrix = matrix;
- {
- MatrixStack::Push push_mv(MatrixStack::modelview());
- MatrixStack::Push push_proj(MatrixStack::projection());
+ MatrixStack::Push push_mv(MatrixStack::modelview());
+ MatrixStack::Push push_proj(MatrixStack::projection());
- MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
- MatrixStack::modelview() = matrix;
+ MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
+ MatrixStack::modelview() = light_matrix;
- Bind bind_fbo(fbo, true);
- fbo.clear(DEPTH_BUFFER_BIT);
- renderable.render("shadow");
- }
+ 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::render(Renderer &renderer, const Tag &tag) const
+{
+ 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);
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-4.0f/size));
+ 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);