X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=95ef8583ccc9ab8e6b85fce1476f36d95d789cb2;hb=a6c45f5cc50ea2ee2aecf8d4f3b69934e69c8f3f;hp=11403c6dfb8cb1d48225cd619f01153eec263956;hpb=48fc090a59a5ff5c3f06ffe1acfe77b06dad2a86;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 11403c6d..95ef8583 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -3,8 +3,10 @@ #include "light.h" #include "matrix.h" #include "misc.h" +#include "renderer.h" #include "scene.h" #include "shadowmap.h" +#include "texgen.h" #include "texunit.h" using namespace std; @@ -12,11 +14,10 @@ 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) { depth_buf.set_min_filter(LINEAR); @@ -25,6 +26,8 @@ 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); + + set_texture_unit(3); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -36,10 +39,17 @@ void ShadowMap::set_target(const Vector3 &t, float r) 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::render(Renderer &renderer, const Tag &tag) const { + if(!enabled_passes.count(tag)) + return renderable.render(renderer, tag); + Vector4 lpos = light.get_position(); if(lpos.w) { @@ -88,6 +98,8 @@ void ShadowMap::prepare() matrix[11] = 0; matrix[15] = 1; + renderer.escape(); + { MatrixStack::Push push_mv(MatrixStack::modelview()); MatrixStack::Push push_proj(MatrixStack::projection()); @@ -97,33 +109,29 @@ void ShadowMap::prepare() Bind bind_fbo(fbo, true); fbo.clear(DEPTH_BUFFER_BIT); - scene.render("shadow"); + renderable.render("shadow"); } + // Has side effect of changing the current unit 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+0.5f }; - float t_eq[4] = { matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f }; - float r_eq[4] = { -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-4.0f/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); - + 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-4.0f/size)); + tg_s.bind_to(SCOORD); + tg_t.bind_to(TCOORD); + tg_r.bind_to(RCOORD); TexUnit::activate(0); -} -void ShadowMap::cleanup() -{ + Renderer::Push _push_rend(renderer); + renderer.add_shader_data(shdata); + renderable.render(renderer, 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); }