#include <cmath>
#include <cstdlib>
+#include "camera.h"
#include "light.h"
#include "matrix.h"
#include "misc.h"
MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
MatrixStack::modelview() = view_matrix;
+ 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();
+
Bind bind_fbo(fbo, true);
Bind bind_depth(DepthTest::lequal());
fbo.clear(DEPTH_BUFFER_BIT);
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
- const float *matrix = view_matrix.data();
-
- // 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.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);
+ 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);