namespace Msp {
namespace GL {
+WeakPtr<Sampler> ShadowMap::shadow_sampler;
+
ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
Effect(r),
size(s),
depth_bias(4),
rendered(false)
{
- 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);
+ sampler = shadow_sampler;
+ if(!sampler)
+ {
+ sampler = new Sampler;
+ sampler->set_filter(LINEAR);
+ sampler->set_compare(LEQUAL);
+ sampler->set_wrap(CLAMP_TO_EDGE);
+ shadow_sampler = sampler;
+ }
+ depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
fbo.require_complete();
renderable.setup_frame(renderer);
Camera camera;
- const Vector4 &lpos = light.get_position();
- /* XXX Not really proper way to support positional lights, but good
- enough when the light source is far away */
- camera.set_look_direction(lpos.w*target-lpos.slice<3>(0));
-
- camera.set_up_direction((abs(camera.get_look_direction().z)<0.99) ? Vector3(0, 0, 1) : Vector3(0, 1, 0));
+ camera.set_object_matrix(*light.get_matrix());
camera.set_position(target);
+ // TODO support point and spot lights with a frustum projection.
+ // Omnidirectional lights also need a cube shadow map.
camera.set_orthographic(radius*2, radius*2);
camera.set_depth_clip(-radius, radius);
unsigned unit = renderer.allocate_effect_texunit();
int iunit = unit;
- shdata.uniform("shadow", iunit);
+ shdata.uniform("shadow_map", iunit);
+ Bind _bind_sampler(*sampler, unit);
Bind _bind_depth(depth_buf, unit);
if(const Camera *camera = renderer.get_camera())