X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=91c056fe147cc4c994100b5a1aa1e2ec8534c730;hb=fa5b232a16e11d7950e80764497f0167ec9e3b41;hp=96539f1d4d70c2241e0699e60dc5da757595a961;hpb=656b4577fccfb02bea747871e5ab10148f002443;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 96539f1d..91c056fe 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -1,17 +1,13 @@ -/* $Id$ - -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 "renderer.h" #include "scene.h" #include "shadowmap.h" +#include "tests.h" +#include "texgen.h" #include "texunit.h" using namespace std; @@ -19,12 +15,13 @@ using namespace std; namespace Msp { namespace GL { -ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l): +ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): + Effect(r), size(s), - scene(c), light(l), - unit(3), - radius(1) + radius(1), + depth_bias(4), + rendered(false) { depth_buf.set_min_filter(LINEAR); depth_buf.set_compare_enabled(true); @@ -32,6 +29,10 @@ ShadowMap::ShadowMap(unsigned s, const Scene &c, 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); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -40,27 +41,50 @@ void ShadowMap::set_target(const Vector3 &t, float r) radius = r; } +void ShadowMap::set_darkness(float d) +{ + if(d<0.0f || d>1.0f) + throw invalid_argument("ShadowMap::set_darkness"); + + shdata.uniform("shadow_darkness", d); +} + +void ShadowMap::set_depth_bias(float b) +{ + if(b<0.0f) + throw invalid_argument("ShadowMap::set_depth_bias"); + + depth_bias = b; +} + void ShadowMap::set_texture_unit(unsigned u) { unit = u; + + int i = unit; + shdata.uniform("shadow", i); + shdata.uniform("shadow_unit", i); } -void ShadowMap::prepare() +void ShadowMap::setup_frame() const { + if(rendered) + return; + + renderable.setup_frame(); + rendered = true; + Vector4 lpos = light.get_position(); + if(lpos.w) { /* 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; + lpos -= Vector4(target.x, target.y, target.z, 1.0f); } + lpos.normalize(); + float matrix[16]; if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y)) { @@ -95,42 +119,53 @@ void ShadowMap::prepare() matrix[11] = 0; matrix[15] = 1; - { - MatrixStack::Push push_mv(MatrixStack::modelview()); - MatrixStack::Push push_proj(MatrixStack::projection()); + light_matrix = matrix; - MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); - MatrixStack::modelview() = matrix; + MatrixStack::Push push_mv(MatrixStack::modelview()); + MatrixStack::Push push_proj(MatrixStack::projection()); - Bind bind_fbo(fbo, true); - fbo.clear(DEPTH_BUFFER_BIT); - scene.render("shadow"); - } + MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); + MatrixStack::modelview() = light_matrix; - 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); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); - glTexGenfv(GL_T, GL_EYE_PLANE, t_eq); - enable(GL_TEXTURE_GEN_T); - glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); - glTexGenfv(GL_R, GL_EYE_PLANE, r_eq); - enable(GL_TEXTURE_GEN_R); + Bind bind_fbo(fbo, true); + Bind bind_depth(DepthTest::lequal()); + fbo.clear(DEPTH_BUFFER_BIT); + renderable.render("shadow"); +} - TexUnit::activate(0); +void ShadowMap::finish_frame() const +{ + renderable.finish_frame(); + rendered = false; } -void ShadowMap::cleanup() +void ShadowMap::render(Renderer &renderer, const Tag &tag) const { + if(!enabled_passes.count(tag)) + return renderer.render(renderable, tag); + + const float *matrix = light_matrix.data(); + + // Has side effect of changing the current unit + depth_buf.bind_to(unit); + float diam = radius*2; + TexGen tg_s, tg_t, tg_r; + 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); + + Renderer::Push _push_rend(renderer); + renderer.add_shader_data(shdata); + renderer.render(renderable, tag); + Texture::unbind_from(unit); - disable(GL_TEXTURE_GEN_S); - disable(GL_TEXTURE_GEN_T); - disable(GL_TEXTURE_GEN_R); + TexGen::unbind_from(SCOORD); + TexGen::unbind_from(TCOORD); + TexGen::unbind_from(RCOORD); TexUnit::activate(0); }