X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=bc46f2c1b298827738a9db5c6d5140c1362edb50;hb=1955e583d7eeeb0a2ff054d90c3694f575d9a08d;hp=737423f7ff3687fd5e6c95870f2ad854623128c5;hpb=a8c9bac7217e1750ce7578600429d16e8010d8b1;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 737423f7..bc46f2c1 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -1,5 +1,6 @@ #include #include +#include "camera.h" #include "light.h" #include "matrix.h" #include "misc.h" @@ -7,7 +8,6 @@ #include "scene.h" #include "shadowmap.h" #include "tests.h" -#include "texgen.h" #include "texunit.h" using namespace std; @@ -32,7 +32,6 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): fbo.require_complete(); set_darkness(0.7); - set_texture_unit(3); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -57,22 +56,13 @@ void ShadowMap::set_depth_bias(float b) 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::setup_frame() const { if(rendered) return; - renderable.setup_frame(); rendered = true; + renderable.setup_frame(); const Vector4 &lpos = light.get_position(); Vector3 back; @@ -80,10 +70,10 @@ void ShadowMap::setup_frame() const { /* XXX Not really proper way to support positional lights, but good enough when the light source is far away */ - back = Vector3(lpos)-target; + back = lpos.slice<3>(0)-target; } else - back = Vector3(lpos); + back = lpos.slice<3>(0); back.normalize(); Vector3 up; @@ -95,10 +85,10 @@ void ShadowMap::setup_frame() const Vector3 right = normalize(cross(up, back)); Vector4 columns[4]; - columns[0] = Vector4(right, 0.0f); - columns[1] = Vector4(normalize(cross(back, right)), 0.0f); - columns[2] = Vector4(back, 0.0f); - columns[3] = Vector4(target, 1.0f); + columns[0] = compose(right, 0.0f); + columns[1] = compose(normalize(cross(back, right)), 0.0f); + columns[2] = compose(back, 0.0f); + columns[3] = compose(target, 1.0f); light_matrix = Matrix::from_columns(columns); view_matrix = invert(light_matrix); @@ -108,7 +98,12 @@ void ShadowMap::setup_frame() const MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); MatrixStack::modelview() = view_matrix; - Bind bind_fbo(fbo, true); + shadow_matrix = light_matrix; + shadow_matrix.scale(radius*2, radius*2, -radius*2); + shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5); + shadow_matrix.invert(); + + BindRestore bind_fbo(fbo); Bind bind_depth(DepthTest::lequal()); fbo.clear(DEPTH_BUFFER_BIT); renderable.render("shadow"); @@ -125,27 +120,23 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const if(!enabled_passes.count(tag)) return renderer.render(renderable, tag); - const float *matrix = view_matrix.data(); + Renderer::Push _push_rend(renderer); - // 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(unit, SCOORD); - tg_t.bind_to(unit, TCOORD); - tg_r.bind_to(unit, RCOORD); + unsigned unit = renderer.allocate_effect_texunit(); + int iunit = unit; + shdata.uniform("shadow", iunit); + + Bind _bind_depth(depth_buf, unit); + + if(const Camera *camera = renderer.get_camera()) + /* Multiply by camera's object matrix to form a matrix that transforms + from eye space to shadow space. */ + shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix()); + else + shdata.uniform("shd_eye_matrix", shadow_matrix); - Renderer::Push _push_rend(renderer); renderer.add_shader_data(shdata); renderer.render(renderable, tag); - - Texture::unbind_from(unit); - TexGen::unbind_from(unit, SCOORD); - TexGen::unbind_from(unit, TCOORD); - TexGen::unbind_from(unit, RCOORD); } } // namespace GL