#include "renderer.h"
#include "scene.h"
#include "shadowmap.h"
+#include "tests.h"
#include "texgen.h"
#include "texunit.h"
size(s),
light(l),
radius(1),
- depth_bias(4)
+ depth_bias(4),
+ rendered(false)
{
depth_buf.set_min_filter(LINEAR);
depth_buf.set_compare_enabled(true);
shdata.uniform("shadow_unit", i);
}
-void ShadowMap::render(Renderer &renderer, const Tag &tag) const
+void ShadowMap::setup_frame() const
{
- if(!enabled_passes.count(tag))
- return renderer.render(renderable, tag);
+ if(rendered)
+ return;
+
+ renderable.setup_frame();
+ rendered = true;
Vector4 lpos = light.get_position();
if(lpos.w)
matrix[11] = 0;
matrix[15] = 1;
- renderer.escape();
+ light_matrix = matrix;
- {
- MatrixStack::Push push_mv(MatrixStack::modelview());
- MatrixStack::Push push_proj(MatrixStack::projection());
+ 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;
+ MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
+ MatrixStack::modelview() = light_matrix;
- Bind bind_fbo(fbo, true);
- fbo.clear(DEPTH_BUFFER_BIT);
- renderable.render("shadow");
- }
+ Bind bind_fbo(fbo, true);
+ Bind bind_depth(DepthTest::lequal());
+ fbo.clear(DEPTH_BUFFER_BIT);
+ renderable.render("shadow");
+}
+
+void ShadowMap::finish_frame() const
+{
+ renderable.finish_frame();
+ rendered = false;
+}
+
+void ShadowMap::render(Renderer &renderer, const Tag &tag) const
+{
+ if(!enabled_passes.count(tag))
+ return renderer.render(renderable, tag);
+
+ const double *matrix = light_matrix.data();
// Has side effect of changing the current unit
depth_buf.bind_to(unit);
unsigned size;
const Light &light;
mutable Framebuffer fbo;
+ mutable Matrix light_matrix;
unsigned unit;
Texture2D depth_buf;
Vector3 target;
float radius;
float depth_bias;
ProgramData shdata;
+ mutable bool rendered;
public:
ShadowMap(unsigned, const Renderable &, const Light &);
The default is texture unit 3. */
void set_texture_unit(unsigned);
+ virtual void setup_frame() const;
+ virtual void finish_frame() const;
+
virtual void render(Renderer &, const Tag &) const;
};