X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=c8730426e6a557b113440914bef162239bc02751;hb=955e7cada42e099016879332e71863e46075d72b;hp=7a761e7ad2bf15c6e35a5576f645f2980ab441c7;hpb=b617c5d7b5283ad260a77f01e42e6170cabbc03d;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 7a761e7a..c8730426 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -10,7 +10,6 @@ Distributed under the LGPL #include "light.h" #include "matrix.h" #include "misc.h" -#include "projection.h" #include "scene.h" #include "shadowmap.h" #include "texunit.h" @@ -28,17 +27,12 @@ ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l): radius(1) { depth_buf.set_min_filter(LINEAR); + depth_buf.set_compare_enabled(true); + depth_buf.set_compare_func(LEQUAL); + depth_buf.set_wrap(CLAMP_TO_EDGE); depth_buf.storage(DEPTH_COMPONENT, size, size, 0); depth_buf.image(0, DEPTH_COMPONENT, UNSIGNED_BYTE, 0); - depth_buf.parameter(GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); - depth_buf.parameter(GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); - depth_buf.parameter(GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); - depth_buf.parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - depth_buf.parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); - draw_buffer(NO_BUFFER); - Framebuffer::unbind(); - Texture::unbind(); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -103,27 +97,15 @@ void ShadowMap::prepare() matrix[15] = 1; { - matrix_mode(PROJECTION); - push_matrix(); - load_identity(); - ortho(-radius, radius, -radius, radius, -radius, radius); - matrix_mode(MODELVIEW); - push_matrix(); - load_matrix(matrix); - - const Framebuffer *old_fbo = Framebuffer::current(); - fbo.bind(); - clear(DEPTH_BUFFER_BIT); - scene.render("shadow"); + 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; - matrix_mode(PROJECTION); - pop_matrix(); - matrix_mode(MODELVIEW); - pop_matrix(); - if(old_fbo) - old_fbo->bind(); - else - Framebuffer::unbind(); + Bind bind_fbo(fbo, true); + fbo.clear(DEPTH_BUFFER_BIT); + scene.render("shadow"); } depth_buf.bind_to(unit); @@ -146,8 +128,7 @@ void ShadowMap::prepare() void ShadowMap::cleanup() { - TexUnit::activate(unit); - Texture::unbind(); + Texture::unbind_from(unit); disable(GL_TEXTURE_GEN_S); disable(GL_TEXTURE_GEN_T); disable(GL_TEXTURE_GEN_R);