]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Drop Id tags and copyright notices from files
[libs/gl.git] / source / shadowmap.cpp
index 7a761e7ad2bf15c6e35a5576f645f2980ab441c7..42e636a3456865493218aeffbf673f26ba956452 100644 (file)
@@ -1,16 +1,8 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2009  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #include <cmath>
 #include <cstdlib>
 #include "light.h"
 #include "matrix.h"
 #include "misc.h"
-#include "projection.h"
 #include "scene.h"
 #include "shadowmap.h"
 #include "texunit.h"
@@ -28,17 +20,11 @@ ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l):
        radius(1)
 {
        depth_buf.set_min_filter(LINEAR);
-       depth_buf.storage(DEPTH_COMPONENT, size, size, 0);
-       depth_buf.image(0, DEPTH_COMPONENT, UNSIGNED_BYTE, 0);
-       depth_buf.parameter(GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
-       depth_buf.parameter(GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
-       depth_buf.parameter(GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
-       depth_buf.parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       depth_buf.parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       depth_buf.set_compare_enabled(true);
+       depth_buf.set_compare_func(LEQUAL);
+       depth_buf.set_wrap(CLAMP_TO_EDGE);
+       depth_buf.storage(DEPTH_COMPONENT, size, size);
        fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
-       draw_buffer(NO_BUFFER);
-       Framebuffer::unbind();
-       Texture::unbind();
 }
 
 void ShadowMap::set_target(const Vector3 &t, float r)
@@ -103,27 +89,15 @@ void ShadowMap::prepare()
        matrix[15] = 1;
 
        {
-               matrix_mode(PROJECTION);
-               push_matrix();
-               load_identity();
-               ortho(-radius, radius, -radius, radius, -radius, radius);
-               matrix_mode(MODELVIEW);
-               push_matrix();
-               load_matrix(matrix);
-
-               const Framebuffer *old_fbo = Framebuffer::current();
-               fbo.bind();
-               clear(DEPTH_BUFFER_BIT);
-               scene.render("shadow");
+               MatrixStack::Push push_mv(MatrixStack::modelview());
+               MatrixStack::Push push_proj(MatrixStack::projection());
 
-               matrix_mode(PROJECTION);
-               pop_matrix();
-               matrix_mode(MODELVIEW);
-               pop_matrix();
-               if(old_fbo)
-                       old_fbo->bind();
-               else
-                       Framebuffer::unbind();
+               MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
+               MatrixStack::modelview() = matrix;
+
+               Bind bind_fbo(fbo, true);
+               fbo.clear(DEPTH_BUFFER_BIT);
+               scene.render("shadow");
        }
 
        depth_buf.bind_to(unit);
@@ -146,8 +120,7 @@ void ShadowMap::prepare()
 
 void ShadowMap::cleanup()
 {
-       TexUnit::activate(unit);
-       Texture::unbind();
+       Texture::unbind_from(unit);
        disable(GL_TEXTURE_GEN_S);
        disable(GL_TEXTURE_GEN_T);
        disable(GL_TEXTURE_GEN_R);