]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Support slopes in keyframe interpolation
[libs/gl.git] / source / shadowmap.cpp
index bd87d26208989b9d2c59308d80b1494a9137e1b0..515830461cd02b9ec103038336e34ee7d6f11269 100644 (file)
@@ -2,21 +2,17 @@
 #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),
@@ -33,7 +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)
@@ -58,69 +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;
+       renderable.setup_frame(renderer);
 
-       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 */
-               back = Vector3(lpos)-target;
-       }
-       else
-               back = Vector3(lpos);
-       back.normalize();
-
-       Vector3 up;
-       if(abs(back.z)<0.99)
-               up = Vector3(0, 0, 1);
-       else
-               up = Vector3(0, 1, 0);
-
-       Vector3 right = normalize(cross(up, back));
-
-       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);
+       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);
 
-       MatrixStack::Push push_mv(MatrixStack::modelview());
-       MatrixStack::Push push_proj(MatrixStack::projection());
-
-       MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
-       MatrixStack::modelview() = view_matrix;
-
-       shadow_matrix = light_matrix;
+       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();
 
-       Bind bind_fbo(fbo, true);
+       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;
@@ -131,14 +95,13 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const
        if(!enabled_passes.count(tag))
                return renderer.render(renderable, tag);
 
-       depth_buf.bind_to(unit);
-       TexGen tg_s, tg_t, tg_r;
-       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);
+       Renderer::Push _push_rend(renderer);
+
+       unsigned unit = renderer.allocate_effect_texunit();
+       int iunit = unit;
+       shdata.uniform("shadow", iunit);
+
+       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
@@ -147,14 +110,8 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const
        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