]> git.tdb.fi Git - libs/gl.git/commitdiff
Add shd_eye_matrix to ShadowMap's shdata
authorMikko Rasa <tdb@tdb.fi>
Mon, 16 Dec 2013 20:25:49 +0000 (22:25 +0200)
committerMikko Rasa <tdb@tdb.fi>
Mon, 16 Dec 2013 20:25:49 +0000 (22:25 +0200)
source/shadowmap.cpp
source/shadowmap.h

index 737423f7ff3687fd5e6c95870f2ad854623128c5..bd87d26208989b9d2c59308d80b1494a9137e1b0 100644 (file)
@@ -1,5 +1,6 @@
 #include <cmath>
 #include <cstdlib>
+#include "camera.h"
 #include "light.h"
 #include "matrix.h"
 #include "misc.h"
@@ -108,6 +109,11 @@ void ShadowMap::setup_frame() const
        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);
@@ -125,19 +131,22 @@ 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();
-
-       // 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);
index 1b9d8f14aa6a72f58ba6fbc22c55067e801fd866..4903afeb711282bbfb80835cb9ec75edf1cc1037 100644 (file)
@@ -27,12 +27,13 @@ private:
        mutable Framebuffer fbo;
        mutable Matrix light_matrix;
        mutable Matrix view_matrix;
+       mutable Matrix shadow_matrix;
        unsigned unit;
        Texture2D depth_buf;
        Vector3 target;
        float radius;
        float depth_bias;
-       ProgramData shdata;
+       mutable ProgramData shdata;
        mutable bool rendered;
 
 public: