X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=bc46f2c1b298827738a9db5c6d5140c1362edb50;hb=1bd2a77b4999d240a27e13a9069e8fca3410d363;hp=bd87d26208989b9d2c59308d80b1494a9137e1b0;hpb=5012c1bd8e58d7c2cfc16b7703e4bca11144b060;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index bd87d262..bc46f2c1 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -8,7 +8,6 @@ #include "scene.h" #include "shadowmap.h" #include "tests.h" -#include "texgen.h" #include "texunit.h" using namespace std; @@ -33,7 +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) @@ -58,22 +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; @@ -81,10 +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; @@ -96,10 +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); @@ -114,7 +103,7 @@ void ShadowMap::setup_frame() const shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5); shadow_matrix.invert(); - Bind bind_fbo(fbo, true); + BindRestore bind_fbo(fbo); Bind bind_depth(DepthTest::lequal()); fbo.clear(DEPTH_BUFFER_BIT); renderable.render("shadow"); @@ -131,14 +120,13 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const if(!enabled_passes.count(tag)) return renderer.render(renderable, tag); - depth_buf.bind_to(unit); - TexGen tg_s, tg_t, tg_r; - tg_s.set_plane(Vector4(shadow_matrix(0, 0), shadow_matrix(0, 1), shadow_matrix(0, 2), shadow_matrix(0, 3))); - tg_t.set_plane(Vector4(shadow_matrix(1, 0), shadow_matrix(1, 1), shadow_matrix(1, 2), shadow_matrix(1, 3))); - tg_r.set_plane(Vector4(shadow_matrix(2, 0), shadow_matrix(2, 1), shadow_matrix(2, 2), shadow_matrix(2, 3))); - tg_s.bind_to(unit, SCOORD); - tg_t.bind_to(unit, TCOORD); - tg_r.bind_to(unit, RCOORD); + Renderer::Push _push_rend(renderer); + + 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 @@ -147,14 +135,8 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const 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