19 ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
27 depth_buf.set_min_filter(LINEAR);
28 depth_buf.set_compare_enabled(true);
29 depth_buf.set_compare_func(LEQUAL);
30 depth_buf.set_wrap(CLAMP_TO_EDGE);
31 depth_buf.storage(DEPTH_COMPONENT, size, size);
32 fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
33 fbo.require_complete();
39 void ShadowMap::set_target(const Vector3 &t, float r)
45 void ShadowMap::set_darkness(float d)
48 throw invalid_argument("ShadowMap::set_darkness");
50 shdata.uniform("shadow_darkness", d);
53 void ShadowMap::set_depth_bias(float b)
56 throw invalid_argument("ShadowMap::set_depth_bias");
61 void ShadowMap::set_texture_unit(unsigned u)
66 shdata.uniform("shadow", i);
67 shdata.uniform("shadow_unit", i);
70 void ShadowMap::setup_frame() const
75 renderable.setup_frame();
78 const Vector4 &lpos = light.get_position();
82 /* XXX Not really proper way to support positional lights, but good
83 enough when the light source is far away */
84 back = Vector3(lpos)-target;
92 up = Vector3(0, 0, 1);
94 up = Vector3(0, 1, 0);
96 Vector3 right = normalize(cross(up, back));
99 columns[0] = Vector4(right, 0.0f);
100 columns[1] = Vector4(normalize(cross(back, right)), 0.0f);
101 columns[2] = Vector4(back, 0.0f);
102 columns[3] = Vector4(target, 1.0f);
103 light_matrix = Matrix::from_columns(columns);
104 view_matrix = invert(light_matrix);
106 MatrixStack::Push push_mv(MatrixStack::modelview());
107 MatrixStack::Push push_proj(MatrixStack::projection());
109 MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
110 MatrixStack::modelview() = view_matrix;
112 shadow_matrix = light_matrix;
113 shadow_matrix.scale(radius*2, radius*2, -radius*2);
114 shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
115 shadow_matrix.invert();
117 Bind bind_fbo(fbo, true);
118 Bind bind_depth(DepthTest::lequal());
119 fbo.clear(DEPTH_BUFFER_BIT);
120 renderable.render("shadow");
123 void ShadowMap::finish_frame() const
125 renderable.finish_frame();
129 void ShadowMap::render(Renderer &renderer, const Tag &tag) const
131 if(!enabled_passes.count(tag))
132 return renderer.render(renderable, tag);
134 depth_buf.bind_to(unit);
135 TexGen tg_s, tg_t, tg_r;
136 tg_s.set_plane(Vector4(shadow_matrix(0, 0), shadow_matrix(0, 1), shadow_matrix(0, 2), shadow_matrix(0, 3)));
137 tg_t.set_plane(Vector4(shadow_matrix(1, 0), shadow_matrix(1, 1), shadow_matrix(1, 2), shadow_matrix(1, 3)));
138 tg_r.set_plane(Vector4(shadow_matrix(2, 0), shadow_matrix(2, 1), shadow_matrix(2, 2), shadow_matrix(2, 3)));
139 tg_s.bind_to(unit, SCOORD);
140 tg_t.bind_to(unit, TCOORD);
141 tg_r.bind_to(unit, RCOORD);
143 if(const Camera *camera = renderer.get_camera())
144 /* Multiply by camera's object matrix to form a matrix that transforms
145 from eye space to shadow space. */
146 shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix());
148 shdata.uniform("shd_eye_matrix", shadow_matrix);
150 Renderer::Push _push_rend(renderer);
151 renderer.add_shader_data(shdata);
152 renderer.render(renderable, tag);
154 Texture::unbind_from(unit);
155 TexGen::unbind_from(unit, SCOORD);
156 TexGen::unbind_from(unit, TCOORD);
157 TexGen::unbind_from(unit, RCOORD);