X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=86715fca956ed549c5723a110a86f2bc4e6c94c0;hb=6fd9b09f47ff6a07bd5ca7f9e8887db3486bfcb1;hp=6f62870be5c73b7f8a5420ac72851f3b05ae4676;hpb=bd141418a0712feeb64bcaff7f57e29913b0317b;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 6f62870b..86715fca 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -29,6 +29,7 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): depth_buf.set_wrap(CLAMP_TO_EDGE); depth_buf.storage(DEPTH_COMPONENT, size, size); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); + fbo.require_complete(); set_darkness(0.7); set_texture_unit(3); @@ -79,15 +80,10 @@ void ShadowMap::setup_frame() const { /* 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; + lpos -= Vector4(target.x, target.y, target.z, 1.0f); } - float l = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z); - lpos.x /= l; - lpos.y /= l; - lpos.z /= l; + lpos.normalize(); float matrix[16]; if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y)) @@ -148,7 +144,7 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const if(!enabled_passes.count(tag)) return renderer.render(renderable, tag); - const double *matrix = light_matrix.data(); + const float *matrix = light_matrix.data(); // Has side effect of changing the current unit depth_buf.bind_to(unit); @@ -157,20 +153,18 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f)); tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f)); tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size)); - tg_s.bind_to(SCOORD); - tg_t.bind_to(TCOORD); - tg_r.bind_to(RCOORD); - TexUnit::activate(0); + tg_s.bind_to(unit, SCOORD); + tg_t.bind_to(unit, TCOORD); + tg_r.bind_to(unit, RCOORD); Renderer::Push _push_rend(renderer); renderer.add_shader_data(shdata); renderer.render(renderable, tag); Texture::unbind_from(unit); - TexGen::unbind_from(SCOORD); - TexGen::unbind_from(TCOORD); - TexGen::unbind_from(RCOORD); - TexUnit::activate(0); + TexGen::unbind_from(unit, SCOORD); + TexGen::unbind_from(unit, TCOORD); + TexGen::unbind_from(unit, RCOORD); } } // namespace GL