X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=6250f899005b23684f0397b324609a174a858631;hb=9087cc0;hp=f461c88a4279155604b0ba519f7ea98ff3d096b1;hpb=d386eadfd08b556ecb05627a7ceca14652e8b1e5;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index f461c88a..6250f899 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -2,13 +2,10 @@ #include #include "camera.h" #include "light.h" -#include "matrix.h" -#include "misc.h" #include "renderer.h" #include "scene.h" #include "shadowmap.h" #include "tests.h" -#include "texunit.h" using namespace std; @@ -23,11 +20,11 @@ ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l): 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 &depth_samp = depth_buf.get_default_sampler(); + depth_samp.set_min_filter(LINEAR); + depth_samp.set_compare(LEQUAL); + depth_samp.set_wrap(CLAMP_TO_EDGE); + depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); fbo.require_complete(); @@ -65,13 +62,10 @@ void ShadowMap::setup_frame(Renderer &renderer) 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); @@ -84,8 +78,10 @@ void ShadowMap::setup_frame(Renderer &renderer) Bind bind_depth(DepthTest::lequal()); fbo.clear(DEPTH_BUFFER_BIT); - Renderer shadow_renderer(&camera); - renderable.render(shadow_renderer, "shadow"); + Renderer::Push push(renderer); + renderer.set_camera(camera); + + renderer.render(renderable, "shadow"); } void ShadowMap::finish_frame() @@ -103,7 +99,7 @@ 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_map", iunit); Bind _bind_depth(depth_buf, unit);