X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=11403c6dfb8cb1d48225cd619f01153eec263956;hb=48fc090a59a5ff5c3f06ffe1acfe77b06dad2a86;hp=25b0d6d66f4345246f120b2087c9766fd71143d3;hpb=7e9e15a12fb398798f2719545cc8553354c1e389;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 25b0d6d6..11403c6d 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -1,16 +1,8 @@ -/* $Id$ - -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 "scene.h" #include "shadowmap.h" #include "texunit.h" @@ -31,11 +23,8 @@ 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); - draw_buffer(NO_BUFFER); - Framebuffer::unbind(); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -100,34 +89,22 @@ void ShadowMap::prepare() matrix[15] = 1; { - matrix_mode(PROJECTION); - push_matrix(); - load_identity(); - ortho(-radius, radius, -radius, radius, -radius, radius); - matrix_mode(MODELVIEW); - push_matrix(); - load_matrix(matrix); - - const Framebuffer *old_fbo = Framebuffer::current(); - fbo.bind(); - clear(DEPTH_BUFFER_BIT); - scene.render("shadow"); + MatrixStack::Push push_mv(MatrixStack::modelview()); + MatrixStack::Push push_proj(MatrixStack::projection()); - matrix_mode(PROJECTION); - pop_matrix(); - matrix_mode(MODELVIEW); - pop_matrix(); - if(old_fbo) - old_fbo->bind(); - else - Framebuffer::unbind(); + 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"); } 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);