X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=91c056fe147cc4c994100b5a1aa1e2ec8534c730;hb=fa5b232a16e11d7950e80764497f0167ec9e3b41;hp=b930315f626140d43c461910a8c8bfc01fdfd580;hpb=223e33164d0706d357efc03da1dc31a653f6afcf;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index b930315f..91c056fe 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -6,6 +6,7 @@ #include "renderer.h" #include "scene.h" #include "shadowmap.h" +#include "tests.h" #include "texgen.h" #include "texunit.h" @@ -19,7 +20,8 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): size(s), light(l), radius(1), - depth_bias(4) + depth_bias(4), + rendered(false) { depth_buf.set_min_filter(LINEAR); depth_buf.set_compare_enabled(true); @@ -27,6 +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); @@ -63,25 +66,25 @@ void ShadowMap::set_texture_unit(unsigned u) shdata.uniform("shadow_unit", i); } -void ShadowMap::render(Renderer &renderer, const Tag &tag) const +void ShadowMap::setup_frame() const { - if(!enabled_passes.count(tag)) - return renderer.render(renderable, tag); + 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)) { @@ -116,19 +119,32 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const matrix[11] = 0; matrix[15] = 1; - renderer.escape(); + light_matrix = matrix; - { - MatrixStack::Push push_mv(MatrixStack::modelview()); - MatrixStack::Push push_proj(MatrixStack::projection()); + MatrixStack::Push push_mv(MatrixStack::modelview()); + MatrixStack::Push push_proj(MatrixStack::projection()); - MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); - MatrixStack::modelview() = matrix; + MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); + MatrixStack::modelview() = light_matrix; - Bind bind_fbo(fbo, true); - fbo.clear(DEPTH_BUFFER_BIT); - renderable.render("shadow"); - } + Bind bind_fbo(fbo, true); + Bind bind_depth(DepthTest::lequal()); + fbo.clear(DEPTH_BUFFER_BIT); + renderable.render("shadow"); +} + +void ShadowMap::finish_frame() const +{ + renderable.finish_frame(); + rendered = false; +} + +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);