#include "renderer.h"
#include "scene.h"
#include "shadowmap.h"
+#include "tests.h"
#include "texgen.h"
#include "texunit.h"
size(s),
light(l),
radius(1),
- depth_bias(4)
+ 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);
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);