X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=bc46f2c1b298827738a9db5c6d5140c1362edb50;hb=9ea7e740503b09298ae814b1bf521312d1744db2;hp=21e67c38a5efeeb08a20fcbd917dc2b767f9ed39;hpb=f33a98b1a044c8ac7b12778cbca6c4a124875e4a;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 21e67c38..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; @@ -62,8 +61,8 @@ void ShadowMap::setup_frame() const if(rendered) return; - renderable.setup_frame(); rendered = true; + renderable.setup_frame(); const Vector4 &lpos = light.get_position(); Vector3 back; @@ -71,10 +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; @@ -86,10 +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); @@ -126,16 +125,8 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const unsigned unit = renderer.allocate_effect_texunit(); int iunit = unit; shdata.uniform("shadow", iunit); - shdata.uniform("shadow_unit", iunit); - 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); + 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 @@ -146,11 +137,6 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const 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