namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l, Renderable &c):
+ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l):
Effect(r),
width(w),
height(h),
lighting(l),
- shadow_caster(c),
- sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp")),
- radius(1),
- depth_bias(4),
- darkness(1.0f),
- rendered(false)
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
{
depth_buf.storage(DEPTH_COMPONENT32F, width, height, 1);
fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
}
ShadowMap::ShadowMap(unsigned s, Renderable &r, const DirectionalLight &l, Renderable &c):
- ShadowMap(s, s, r, 0, c)
+ ShadowMap(s, s, r, 0)
{
- add_light(l, s);
+ add_light(l, s, c);
}
-ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l, Renderable &c):
- ShadowMap(w, h, r, &l, c)
+ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l):
+ ShadowMap(w, h, r, &l)
{ }
-void ShadowMap::add_light(const DirectionalLight &light, unsigned s)
+void ShadowMap::add_light(const DirectionalLight &light, unsigned s, Renderable &c)
{
if(!lighting && !lights.empty())
throw invalid_operation("ShadowMap::add_light");
sl.light = &light;
sl.index = index;
sl.region = region;
+ sl.shadow_caster = &c;
string base = format("shadows[%d]", index);
shdata.uniform(base+".enabled", 1);
rendered = true;
renderable.setup_frame(renderer);
- shadow_caster.setup_frame(renderer);
+ for(const ShadowedLight &l: lights)
+ l.shadow_caster->setup_frame(renderer);
for(ShadowedLight &l: lights)
{
l.shadow_camera.set_orthographic(radius*2, radius*2);
l.shadow_camera.set_depth_clip(-radius, radius);
- Matrix shadow_matrix = l.shadow_camera.get_object_matrix();
- shadow_matrix.scale(radius*2, radius*2, -radius*2);
- shadow_matrix.translate(-0.5, -0.5, depth_bias/l.region.width-0.5);
- shadow_matrix.invert();
+ Matrix to_texcoord = Matrix().translate(Vector3(0.5f, 0.5f, 0.5f-depth_bias/l.region.width)).scale(0.5f);
+ Matrix shadow_matrix = to_texcoord*l.shadow_camera.get_projection_matrix()*l.shadow_camera.get_view_matrix();
shdata.uniform(format("shadows[%d].shd_world_matrix", l.index), shadow_matrix);
}
renderer.set_scissor(&l.region);
renderer.set_camera(l.shadow_camera);
- renderer.render(shadow_caster);
+ renderer.render(*light.shadow_caster);
}
}
fbo.set_debug_name(name+" [FBO]");
for(unsigned i=0; i<lights.size(); ++i)
lights[i].shadow_camera.set_debug_name(format("%s/light%d.camera", name, i));
- depth_buf.set_debug_name(name+"/depth.tex2d");
+ depth_buf.set_debug_name(name+"/depth.tex");
shdata.set_debug_name(name+" [UBO]");
#else
(void)name;