X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;ds=sidebyside;f=source%2Fshadowmap.cpp;h=5b2bacad4c4617ad7d617fd333edad7f5232f568;hb=777f5f37f2d89ef2a787a77d74372b643968740e;hp=bedfcfd51c0f1e2aa4d1f5bd374e1c5b8a342620;hpb=3663bed18358a2399b2a8a8f7779d85e0ed81bd0;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index bedfcfd5..5b2bacad 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -1,16 +1,9 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2009 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include #include #include "light.h" #include "matrix.h" #include "misc.h" -#include "projection.h" +#include "renderer.h" #include "scene.h" #include "shadowmap.h" #include "texunit.h" @@ -20,9 +13,9 @@ 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), unit(3), radius(1) @@ -31,8 +24,7 @@ ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l): 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.storage(DEPTH_COMPONENT, size, size); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); } @@ -47,8 +39,11 @@ void ShadowMap::set_texture_unit(unsigned u) unit = u; } -void ShadowMap::prepare() +void ShadowMap::render(Renderer &renderer, const Tag &tag) const { + if(!enabled_passes.count(tag)) + return renderable.render(renderer, tag); + Vector4 lpos = light.get_position(); if(lpos.w) { @@ -97,30 +92,25 @@ void ShadowMap::prepare() matrix[11] = 0; matrix[15] = 1; + renderer.escape(); + { - matrix_mode(PROJECTION); - push_matrix(); - load_identity(); - ortho(-radius, radius, -radius, radius, -radius, radius); - matrix_mode(MODELVIEW); - push_matrix(); - load_matrix(matrix); + 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; Bind bind_fbo(fbo, true); fbo.clear(DEPTH_BUFFER_BIT); - scene.render("shadow"); - - matrix_mode(PROJECTION); - pop_matrix(); - matrix_mode(MODELVIEW); - pop_matrix(); + renderable.render("shadow"); } 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 s_eq[4] = { matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f }; + float t_eq[4] = { matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f }; + float r_eq[4] = { -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-4.0f/size }; glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGenfv(GL_S, GL_EYE_PLANE, s_eq); enable(GL_TEXTURE_GEN_S); @@ -132,10 +122,9 @@ void ShadowMap::prepare() enable(GL_TEXTURE_GEN_R); TexUnit::activate(0); -} -void ShadowMap::cleanup() -{ + renderable.render(renderer, tag); + Texture::unbind_from(unit); disable(GL_TEXTURE_GEN_S); disable(GL_TEXTURE_GEN_T);