]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/shadowmap.cpp
Don't use an internal depth test in ShadowMap
[libs/gl.git] / source / effects / shadowmap.cpp
index 639a352562bc062768e4303b89505afccd65f757..39cf3c450a484f7a909f01bfbbd8c7ef74bb475c 100644 (file)
@@ -1,48 +1,29 @@
-#include <cmath>
-#include <cstdlib>
-#include "camera.h"
 #include "light.h"
 #include "renderer.h"
 #include "resources.h"
-#include "scene.h"
 #include "shadowmap.h"
-#include "tests.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l, Renderable &c):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
        Effect(r),
+       size(s),
        light(l),
        shadow_caster(c),
-       sampler(resources.get<Sampler>("_linear_clamp_shadow.samp"))
+       sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp")),
+       radius(1),
+       depth_bias(4),
+       rendered(false)
 {
-       init(s);
-}
-
-ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l):
-       Effect(r),
-       light(l),
-       shadow_caster(r),
-       sampler(resources.get<Sampler>("_linear_clamp_shadow.samp"))
-{
-       init(s);
-}
-
-void ShadowMap::init(unsigned s)
-{
-       size = s;
-       radius = 1;
-       depth_bias = 4;
-       rendered = false;
-
        depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
+       fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
        fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
-       fbo.require_complete();
 
-       set_darkness(0.7);
+       set_darkness(1.0f);
+       shdata.uniform("shd_world_matrix", Matrix());
 }
 
 void ShadowMap::set_target(const Vector3 &t, float r)
@@ -88,11 +69,10 @@ void ShadowMap::setup_frame(Renderer &renderer)
        shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
        shadow_matrix.invert();
 
-       BindRestore bind_fbo(fbo);
-       Bind bind_depth(DepthTest::lequal());
-       fbo.clear(DEPTH_BUFFER_BIT);
+       shdata.uniform("shd_world_matrix", shadow_matrix);
 
        Renderer::Push push(renderer);
+       renderer.set_framebuffer(&fbo);
        renderer.set_camera(shadow_camera);
 
        renderer.render(shadow_caster);
@@ -100,8 +80,11 @@ void ShadowMap::setup_frame(Renderer &renderer)
 
 void ShadowMap::finish_frame()
 {
-       renderable.finish_frame();
-       rendered = false;
+       if(rendered)
+       {
+               rendered = false;
+               renderable.finish_frame();
+       }
 }
 
 void ShadowMap::render(Renderer &renderer, Tag tag) const
@@ -109,13 +92,6 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const
        if(!enabled_passes.count(tag))
                return renderer.render(renderable, tag);
 
-       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.set_texture("shadow_map", &depth_buf, &sampler);
@@ -123,5 +99,17 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const
        renderer.render(renderable, tag);
 }
 
+void ShadowMap::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+       fbo.set_debug_name(name+" [FBO]");
+       shadow_camera.set_debug_name(name+".camera");
+       depth_buf.set_debug_name(name+"/depth.tex2d");
+       shdata.set_debug_name(name+" [UBO]");
+#else
+       (void)name;
+#endif
+}
+
 } // namespace GL
 } // namespace Msp