]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Support slopes in keyframe interpolation
[libs/gl.git] / source / shadowmap.cpp
index 86715fca956ed549c5723a110a86f2bc4e6c94c0..515830461cd02b9ec103038336e34ee7d6f11269 100644 (file)
@@ -1,21 +1,18 @@
 #include <cmath>
 #include <cstdlib>
+#include "camera.h"
 #include "light.h"
-#include "matrix.h"
-#include "misc.h"
 #include "renderer.h"
 #include "scene.h"
 #include "shadowmap.h"
 #include "tests.h"
-#include "texgen.h"
-#include "texunit.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
        Effect(r),
        size(s),
        light(l),
@@ -32,7 +29,6 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
        fbo.require_complete();
 
        set_darkness(0.7);
-       set_texture_unit(3);
 }
 
 void ShadowMap::set_target(const Vector3 &t, float r)
@@ -57,83 +53,38 @@ 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
+void ShadowMap::setup_frame(Renderer &renderer)
 {
        if(rendered)
                return;
 
-       renderable.setup_frame();
        rendered = true;
-
-       Vector4 lpos = light.get_position();
-
-       if(lpos.w)
-       {
-               /* XXX Not really proper way to support positional lights, but good
-               enough when the light source is far away */
-               lpos -= Vector4(target.x, target.y, target.z, 1.0f);
-       }
-
-       lpos.normalize();
-
-       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;
-       }
-       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;
-       }
-
-       matrix[2] = lpos.x;
-       matrix[6] = lpos.y;
-       matrix[10] = lpos.z;
-
-       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;
-
-       light_matrix = 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;
-
-       Bind bind_fbo(fbo, true);
+       renderable.setup_frame(renderer);
+
+       Camera camera;
+       camera.set_object_matrix(*light.get_matrix());
+       camera.set_position(target);
+       // TODO support point and spot lights with a frustum projection.
+       // Omnidirectional lights also need a cube shadow map.
+       camera.set_orthographic(radius*2, radius*2);
+       camera.set_depth_clip(-radius, radius);
+
+       shadow_matrix = camera.get_object_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();
+
+       BindRestore bind_fbo(fbo);
        Bind bind_depth(DepthTest::lequal());
        fbo.clear(DEPTH_BUFFER_BIT);
-       renderable.render("shadow");
+
+       Renderer::Push push(renderer);
+       renderer.set_camera(camera);
+
+       renderer.render(renderable, "shadow");
 }
 
-void ShadowMap::finish_frame() const
+void ShadowMap::finish_frame()
 {
        renderable.finish_frame();
        rendered = false;
@@ -144,27 +95,23 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const
        if(!enabled_passes.count(tag))
                return renderer.render(renderable, tag);
 
-       const float *matrix = light_matrix.data();
+       Renderer::Push _push_rend(renderer);
+
+       unsigned unit = renderer.allocate_effect_texunit();
+       int iunit = unit;
+       shdata.uniform("shadow", 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(unit, SCOORD);
-       tg_t.bind_to(unit, TCOORD);
-       tg_r.bind_to(unit, RCOORD);
+       Bind _bind_depth(depth_buf, unit);
+
+       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(unit, SCOORD);
-       TexGen::unbind_from(unit, TCOORD);
-       TexGen::unbind_from(unit, RCOORD);
 }
 
 } // namespace GL