X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=4ad192cad1d737cb90dc464f4e9ca7b639ca8d70;hb=3b159edbe4e80a2bc19c4c2fcd42cb996b9fbfe0;hp=8151a7cffe48c41429005470ac3595916fb309e1;hpb=db2fd517dcd215e9d16345287d413f2a64f5ba03;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 8151a7cf..4ad192ca 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -8,7 +8,6 @@ #include "scene.h" #include "shadowmap.h" #include "tests.h" -#include "texgen.h" #include "texunit.h" using namespace std; @@ -62,52 +61,31 @@ void ShadowMap::setup_frame() const if(rendered) return; - renderable.setup_frame(); rendered = true; + renderable.setup_frame(); + Camera camera; const Vector4 &lpos = light.get_position(); - Vector3 back; - if(lpos.w) - { - /* XXX Not really proper way to support positional lights, but good - enough when the light source is far away */ - back = Vector3(lpos)-target; - } - else - back = Vector3(lpos); - back.normalize(); - - Vector3 up; - if(abs(back.z)<0.99) - up = Vector3(0, 0, 1); - else - up = Vector3(0, 1, 0); + /* 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)); - Vector3 right = normalize(cross(up, back)); + camera.set_up_direction((abs(camera.get_look_direction().z)<0.99) ? Vector3(0, 0, 1) : Vector3(0, 1, 0)); + camera.set_position(target); + camera.set_orthographic(radius*2, radius*2); + camera.set_depth_clip(-radius, radius); - Vector4 columns[4]; - columns[0] = Vector4(right, 0.0f); - columns[1] = Vector4(normalize(cross(back, right)), 0.0f); - columns[2] = Vector4(back, 0.0f); - columns[3] = Vector4(target, 1.0f); - light_matrix = Matrix::from_columns(columns); - view_matrix = invert(light_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() = view_matrix; - - shadow_matrix = light_matrix; + shadow_matrix = 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(); - Bind bind_fbo(fbo, true); + BindRestore bind_fbo(fbo); Bind bind_depth(DepthTest::lequal()); fbo.clear(DEPTH_BUFFER_BIT); - renderable.render("shadow"); + + Renderer renderer(&camera); + renderable.render(renderer, "shadow"); } void ShadowMap::finish_frame() const @@ -126,16 +104,8 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const unsigned unit = renderer.allocate_effect_texunit(); int iunit = unit; shdata.uniform("shadow", iunit); - shdata.uniform("shadow_unit", iunit); - depth_buf.bind_to(unit); - TexGen tg_s, tg_t, tg_r; - tg_s.set_plane(Vector4(shadow_matrix(0, 0), shadow_matrix(0, 1), shadow_matrix(0, 2), shadow_matrix(0, 3))); - tg_t.set_plane(Vector4(shadow_matrix(1, 0), shadow_matrix(1, 1), shadow_matrix(1, 2), shadow_matrix(1, 3))); - tg_r.set_plane(Vector4(shadow_matrix(2, 0), shadow_matrix(2, 1), shadow_matrix(2, 2), shadow_matrix(2, 3))); - tg_s.bind_to(unit, SCOORD); - tg_t.bind_to(unit, TCOORD); - tg_r.bind_to(unit, RCOORD); + Bind _bind_depth(depth_buf, unit); if(const Camera *camera = renderer.get_camera()) /* Multiply by camera's object matrix to form a matrix that transforms @@ -146,11 +116,6 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const renderer.add_shader_data(shdata); renderer.render(renderable, tag); - - Texture::unbind_from(unit); - TexGen::unbind_from(unit, SCOORD); - TexGen::unbind_from(unit, TCOORD); - TexGen::unbind_from(unit, RCOORD); } } // namespace GL