From: Mikko Rasa Date: Sat, 5 Nov 2016 22:20:40 +0000 (+0200) Subject: Use an orthographic camera for rendering the shadow map X-Git-Url: http://git.tdb.fi/?a=commitdiff_plain;h=e645768be035f155e1deda931079cf1e84851a86;p=libs%2Fgl.git Use an orthographic camera for rendering the shadow map --- diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index bc46f2c1..4ad192ca 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -64,41 +64,18 @@ void ShadowMap::setup_frame() const rendered = true; renderable.setup_frame(); + Camera camera; const Vector4 &lpos = light.get_position(); - Vector3 back; - if(lpos.w) - { - /* XXX Not really proper way to support positional lights, but good - enough when the light source is far away */ - back = lpos.slice<3>(0)-target; - } - else - back = lpos.slice<3>(0); - back.normalize(); - - Vector3 up; - if(abs(back.z)<0.99) - up = Vector3(0, 0, 1); - else - up = Vector3(0, 1, 0); - - Vector3 right = normalize(cross(up, back)); + /* XXX Not really proper way to support positional lights, but good + enough when the light source is far away */ + camera.set_look_direction(lpos.w*target-lpos.slice<3>(0)); - Vector4 columns[4]; - 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); + camera.set_up_direction((abs(camera.get_look_direction().z)<0.99) ? Vector3(0, 0, 1) : Vector3(0, 1, 0)); + camera.set_position(target); + camera.set_orthographic(radius*2, radius*2); + camera.set_depth_clip(-radius, radius); - MatrixStack::Push push_mv(MatrixStack::modelview()); - MatrixStack::Push push_proj(MatrixStack::projection()); - - MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); - MatrixStack::modelview() = view_matrix; - - shadow_matrix = light_matrix; + shadow_matrix = camera.get_object_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(); @@ -106,7 +83,9 @@ void ShadowMap::setup_frame() const BindRestore bind_fbo(fbo); Bind bind_depth(DepthTest::lequal()); fbo.clear(DEPTH_BUFFER_BIT); - renderable.render("shadow"); + + Renderer renderer(&camera); + renderable.render(renderer, "shadow"); } void ShadowMap::finish_frame() const diff --git a/source/shadowmap.h b/source/shadowmap.h index 3757b1f1..119d369c 100644 --- a/source/shadowmap.h +++ b/source/shadowmap.h @@ -25,8 +25,6 @@ private: unsigned size; const Light &light; mutable Framebuffer fbo; - mutable Matrix light_matrix; - mutable Matrix view_matrix; mutable Matrix shadow_matrix; Texture2D depth_buf; Vector3 target;