11 ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
16 sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp")),
21 depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
22 fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
23 fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
25 depth_test.enabled = true;
26 depth_test.compare = LEQUAL;
29 shdata.uniform("shd_world_matrix", Matrix());
32 void ShadowMap::set_target(const Vector3 &t, float r)
38 void ShadowMap::set_darkness(float d)
41 throw invalid_argument("ShadowMap::set_darkness");
43 shdata.uniform("shadow_darkness", d);
46 void ShadowMap::set_depth_bias(float b)
49 throw invalid_argument("ShadowMap::set_depth_bias");
54 void ShadowMap::setup_frame(Renderer &renderer)
60 renderable.setup_frame(renderer);
61 shadow_caster.setup_frame(renderer);
63 shadow_camera.set_object_matrix(*light.get_matrix());
64 shadow_camera.set_position(target);
65 // TODO support point and spot lights with a frustum projection.
66 // Omnidirectional lights also need a cube shadow map.
67 shadow_camera.set_orthographic(radius*2, radius*2);
68 shadow_camera.set_depth_clip(-radius, radius);
70 shadow_matrix = shadow_camera.get_object_matrix();
71 shadow_matrix.scale(radius*2, radius*2, -radius*2);
72 shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
73 shadow_matrix.invert();
75 shdata.uniform("shd_world_matrix", shadow_matrix);
77 Renderer::Push push(renderer);
78 renderer.set_framebuffer(&fbo);
79 renderer.set_camera(shadow_camera);
80 renderer.set_depth_test(&depth_test);
82 renderer.render(shadow_caster);
85 void ShadowMap::finish_frame()
90 renderable.finish_frame();
94 void ShadowMap::render(Renderer &renderer, Tag tag) const
96 if(!enabled_passes.count(tag))
97 return renderer.render(renderable, tag);
99 Renderer::Push _push_rend(renderer);
101 renderer.set_texture("shadow_map", &depth_buf, &sampler);
102 renderer.add_shader_data(shdata);
103 renderer.render(renderable, tag);
106 void ShadowMap::set_debug_name(const string &name)
109 fbo.set_debug_name(name+" [FBO]");
110 shadow_camera.set_debug_name(name+".camera");
111 depth_buf.set_debug_name(name+"/depth.tex2d");
112 shdata.set_debug_name(name+" [UBO]");