X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.cpp;h=39cf3c450a484f7a909f01bfbbd8c7ef74bb475c;hb=f96d553dbf78f9d664d1dbb1fe002fc43f23ad47;hp=41a97f806b1da20480374f98fe99ac2e1071ed7a;hpb=6f39983060a27634c012f66c82fea0d09fea9774;p=libs%2Fgl.git diff --git a/source/effects/shadowmap.cpp b/source/effects/shadowmap.cpp index 41a97f80..39cf3c45 100644 --- a/source/effects/shadowmap.cpp +++ b/source/effects/shadowmap.cpp @@ -1,32 +1,29 @@ -#include -#include -#include "camera.h" #include "light.h" #include "renderer.h" #include "resources.h" -#include "scene.h" #include "shadowmap.h" -#include "tests.h" using namespace std; namespace Msp { namespace GL { -ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l): +ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c): Effect(r), size(s), light(l), - sampler(resources.get("_linear_clamp_shadow.samp")), + shadow_caster(c), + sampler(Resources::get_global().get("_linear_clamp_shadow.samp")), radius(1), depth_bias(4), rendered(false) { depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1); + fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F)); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); - fbo.require_complete(); - set_darkness(0.7); + set_darkness(1.0f); + shdata.uniform("shd_world_matrix", Matrix()); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -58,34 +55,36 @@ void ShadowMap::setup_frame(Renderer &renderer) rendered = true; renderable.setup_frame(renderer); + shadow_caster.setup_frame(renderer); - Camera camera; - camera.set_object_matrix(*light.get_matrix()); - camera.set_position(target); + shadow_camera.set_object_matrix(*light.get_matrix()); + shadow_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); + shadow_camera.set_orthographic(radius*2, radius*2); + shadow_camera.set_depth_clip(-radius, radius); - shadow_matrix = camera.get_object_matrix(); + shadow_matrix = shadow_camera.get_object_matrix(); shadow_matrix.scale(radius*2, radius*2, -radius*2); shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5); shadow_matrix.invert(); - BindRestore bind_fbo(fbo); - Bind bind_depth(DepthTest::lequal()); - fbo.clear(DEPTH_BUFFER_BIT); + shdata.uniform("shd_world_matrix", shadow_matrix); Renderer::Push push(renderer); - renderer.set_camera(camera); + renderer.set_framebuffer(&fbo); + renderer.set_camera(shadow_camera); - renderer.render(renderable, "shadow"); + renderer.render(shadow_caster); } void ShadowMap::finish_frame() { - renderable.finish_frame(); - rendered = false; + if(rendered) + { + rendered = false; + renderable.finish_frame(); + } } void ShadowMap::render(Renderer &renderer, Tag tag) const @@ -93,13 +92,6 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const if(!enabled_passes.count(tag)) return renderer.render(renderable, tag); - if(const Camera *camera = renderer.get_camera()) - /* Multiply by camera's object matrix to form a matrix that transforms - from eye space to shadow space. */ - shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix()); - else - shdata.uniform("shd_eye_matrix", shadow_matrix); - Renderer::Push _push_rend(renderer); renderer.set_texture("shadow_map", &depth_buf, &sampler); @@ -107,5 +99,17 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const renderer.render(renderable, tag); } +void ShadowMap::set_debug_name(const string &name) +{ +#ifdef DEBUG + fbo.set_debug_name(name+" [FBO]"); + shadow_camera.set_debug_name(name+".camera"); + depth_buf.set_debug_name(name+"/depth.tex2d"); + shdata.set_debug_name(name+" [UBO]"); +#else + (void)name; +#endif +} + } // namespace GL } // namespace Msp