]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Rewrite Bind as two different classes
[libs/gl.git] / source / shadowmap.cpp
index 6f62870be5c73b7f8a5420ac72851f3b05ae4676..21e67c38a5efeeb08a20fcbd917dc2b767f9ed39 100644 (file)
@@ -1,5 +1,6 @@
 #include <cmath>
 #include <cstdlib>
+#include "camera.h"
 #include "light.h"
 #include "matrix.h"
 #include "misc.h"
@@ -29,9 +30,9 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
        depth_buf.set_wrap(CLAMP_TO_EDGE);
        depth_buf.storage(DEPTH_COMPONENT, size, size);
        fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
+       fbo.require_complete();
 
        set_darkness(0.7);
-       set_texture_unit(3);
 }
 
 void ShadowMap::set_target(const Vector3 &t, float r)
@@ -56,15 +57,6 @@ void ShadowMap::set_depth_bias(float b)
        depth_bias = b;
 }
 
-void ShadowMap::set_texture_unit(unsigned u)
-{
-       unit = u;
-
-       int i = unit;
-       shdata.uniform("shadow", i);
-       shdata.uniform("shadow_unit", i);
-}
-
 void ShadowMap::setup_frame() const
 {
        if(rendered)
@@ -73,65 +65,46 @@ void ShadowMap::setup_frame() const
        renderable.setup_frame();
        rendered = true;
 
-       Vector4 lpos = light.get_position();
-
+       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 */
-               lpos.x -= target.x;
-               lpos.y -= target.y;
-               lpos.z -= target.z;
-       }
-
-       float l = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z);
-       lpos.x /= l;
-       lpos.y /= l;
-       lpos.z /= l;
-
-       float matrix[16];
-       if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
-       {
-               float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
-               matrix[0] = lpos.z/d;
-               matrix[4] = 0;
-               matrix[8] = -lpos.x/d;
-               matrix[1] = -lpos.x*lpos.y/d;
-               matrix[5] = d;
-               matrix[9] = -lpos.z*lpos.y/d;
+               back = Vector3(lpos)-target;
        }
        else
-       {
-               float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
-               matrix[0] = -lpos.y/d;
-               matrix[4] = lpos.x/d;
-               matrix[8] = 0;
-               matrix[1] = -lpos.x*lpos.z/d;
-               matrix[5] = -lpos.y*lpos.z/d;
-               matrix[9] = d;
-       }
+               back = Vector3(lpos);
+       back.normalize();
 
-       matrix[2] = lpos.x;
-       matrix[6] = lpos.y;
-       matrix[10] = lpos.z;
+       Vector3 up;
+       if(abs(back.z)<0.99)
+               up = Vector3(0, 0, 1);
+       else
+               up = Vector3(0, 1, 0);
 
-       matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
-       matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
-       matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
-       matrix[3] = 0;
-       matrix[7] = 0;
-       matrix[11] = 0;
-       matrix[15] = 1;
+       Vector3 right = normalize(cross(up, back));
 
-       light_matrix = matrix;
+       Vector4 columns[4];
+       columns[0] = Vector4(right, 0.0f);
+       columns[1] = Vector4(normalize(cross(back, right)), 0.0f);
+       columns[2] = Vector4(back, 0.0f);
+       columns[3] = Vector4(target, 1.0f);
+       light_matrix = Matrix::from_columns(columns);
+       view_matrix = invert(light_matrix);
 
        MatrixStack::Push push_mv(MatrixStack::modelview());
        MatrixStack::Push push_proj(MatrixStack::projection());
 
        MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
-       MatrixStack::modelview() = light_matrix;
+       MatrixStack::modelview() = view_matrix;
+
+       shadow_matrix = light_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();
 
-       Bind bind_fbo(fbo, true);
+       BindRestore bind_fbo(fbo);
        Bind bind_depth(DepthTest::lequal());
        fbo.clear(DEPTH_BUFFER_BIT);
        renderable.render("shadow");
@@ -148,29 +121,36 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const
        if(!enabled_passes.count(tag))
                return renderer.render(renderable, tag);
 
-       const double *matrix = light_matrix.data();
+       Renderer::Push _push_rend(renderer);
+
+       unsigned unit = renderer.allocate_effect_texunit();
+       int iunit = unit;
+       shdata.uniform("shadow", iunit);
+       shdata.uniform("shadow_unit", iunit);
 
-       // Has side effect of changing the current unit
        depth_buf.bind_to(unit);
-       float diam = radius*2;
        TexGen tg_s, tg_t, tg_r;
-       tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
-       tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
-       tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size));
-       tg_s.bind_to(SCOORD);
-       tg_t.bind_to(TCOORD);
-       tg_r.bind_to(RCOORD);
-       TexUnit::activate(0);
+       tg_s.set_plane(Vector4(shadow_matrix(0, 0), shadow_matrix(0, 1), shadow_matrix(0, 2), shadow_matrix(0, 3)));
+       tg_t.set_plane(Vector4(shadow_matrix(1, 0), shadow_matrix(1, 1), shadow_matrix(1, 2), shadow_matrix(1, 3)));
+       tg_r.set_plane(Vector4(shadow_matrix(2, 0), shadow_matrix(2, 1), shadow_matrix(2, 2), shadow_matrix(2, 3)));
+       tg_s.bind_to(unit, SCOORD);
+       tg_t.bind_to(unit, TCOORD);
+       tg_r.bind_to(unit, RCOORD);
+
+       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.add_shader_data(shdata);
        renderer.render(renderable, tag);
 
        Texture::unbind_from(unit);
-       TexGen::unbind_from(SCOORD);
-       TexGen::unbind_from(TCOORD);
-       TexGen::unbind_from(RCOORD);
-       TexUnit::activate(0);
+       TexGen::unbind_from(unit, SCOORD);
+       TexGen::unbind_from(unit, TCOORD);
+       TexGen::unbind_from(unit, RCOORD);
 }
 
 } // namespace GL