X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=7a761e7ad2bf15c6e35a5576f645f2980ab441c7;hb=b617c5d7b5283ad260a77f01e42e6170cabbc03d;hp=9b27ba08d5a5f9e7fff423a1544aaafe827c9018;hpb=41339bc44d076569c680b2c24c75b30ef1254c1b;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 9b27ba08..7a761e7a 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -24,6 +24,7 @@ ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l): size(s), scene(c), light(l), + unit(3), radius(1) { depth_buf.set_min_filter(LINEAR); @@ -35,56 +36,71 @@ ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l): depth_buf.parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); depth_buf.parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); - glDrawBuffer(GL_NONE); + draw_buffer(NO_BUFFER); Framebuffer::unbind(); Texture::unbind(); } void ShadowMap::set_target(const Vector3 &t, float r) { - target=t; - radius=r; + target = t; + radius = r; +} + +void ShadowMap::set_texture_unit(unsigned u) +{ + unit = u; } void ShadowMap::prepare() { - const Vector4 &lpos=light.get_position(); + Vector4 lpos = light.get_position(); if(lpos.w) - throw Exception("Non-directional lights not supported at the moment"); + { + /* XXX Not really proper way to support positional lights, but good + enough when the light source is far away */ + lpos.x -= target.x; + lpos.y -= target.y; + lpos.z -= target.z; + float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z); + lpos.x /= d; + lpos.y /= d; + lpos.z /= d; + } float matrix[16]; if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y)) { - float d=sqrt(lpos.x*lpos.x+lpos.z*lpos.z); - matrix[0]=lpos.z/d; - matrix[4]=0; - matrix[8]=-lpos.x/d; - matrix[1]=-lpos.x*lpos.y/d; - matrix[5]=d; - matrix[9]=-lpos.z*lpos.y/d; + float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z); + matrix[0] = lpos.z/d; + matrix[4] = 0; + matrix[8] = -lpos.x/d; + matrix[1] = -lpos.x*lpos.y/d; + matrix[5] = d; + matrix[9] = -lpos.z*lpos.y/d; } else { - float d=sqrt(lpos.x*lpos.x+lpos.y*lpos.y); - matrix[0]=-lpos.y/d; - matrix[4]=lpos.x/d; - matrix[8]=0; - matrix[1]=-lpos.x*lpos.z/d; - matrix[5]=-lpos.y*lpos.z/d; - matrix[9]=d; + float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y); + matrix[0] = -lpos.y/d; + matrix[4] = lpos.x/d; + matrix[8] = 0; + matrix[1] = -lpos.x*lpos.z/d; + matrix[5] = -lpos.y*lpos.z/d; + matrix[9] = d; } - matrix[2]=lpos.x; - matrix[6]=lpos.y; - matrix[10]=lpos.z; + matrix[2] = lpos.x; + matrix[6] = lpos.y; + matrix[10] = lpos.z; - matrix[12]=-(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]); - matrix[13]=-(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]); - matrix[14]=-(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]); - matrix[3]=0; - matrix[7]=0; - matrix[11]=0; - matrix[15]=1; + matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]); + matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]); + matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]); + matrix[3] = 0; + matrix[7] = 0; + matrix[11] = 0; + matrix[15] = 1; { matrix_mode(PROJECTION); @@ -95,22 +111,26 @@ void ShadowMap::prepare() push_matrix(); load_matrix(matrix); - Bind _bind_fbo(fbo); - glViewport(0, 0, size, size); - glClear(GL_DEPTH_BUFFER_BIT); - scene.render(); + const Framebuffer *old_fbo = Framebuffer::current(); + fbo.bind(); + clear(DEPTH_BUFFER_BIT); + scene.render("shadow"); matrix_mode(PROJECTION); pop_matrix(); matrix_mode(MODELVIEW); pop_matrix(); + if(old_fbo) + old_fbo->bind(); + else + Framebuffer::unbind(); } - depth_buf.bind_to(3); - 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 }; + 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 }; glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGenfv(GL_S, GL_EYE_PLANE, s_eq); enable(GL_TEXTURE_GEN_S); @@ -126,7 +146,7 @@ void ShadowMap::prepare() void ShadowMap::cleanup() { - TexUnit::activate(3); + TexUnit::activate(unit); Texture::unbind(); disable(GL_TEXTURE_GEN_S); disable(GL_TEXTURE_GEN_T);