]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Separate abstract pixel compositions from concrete pixel formats
[libs/gl.git] / source / shadowmap.cpp
index 0390bdcbc5baa0c56540ae485dbcedad572d2390..6250f899005b23684f0397b324609a174a858631 100644 (file)
@@ -20,11 +20,11 @@ ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
        depth_bias(4),
        rendered(false)
 {
-       depth_buf.set_min_filter(LINEAR);
-       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);
+       Sampler &depth_samp = depth_buf.get_default_sampler();
+       depth_samp.set_min_filter(LINEAR);
+       depth_samp.set_compare(LEQUAL);
+       depth_samp.set_wrap(CLAMP_TO_EDGE);
+       depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
        fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
        fbo.require_complete();
 
@@ -62,13 +62,10 @@ void ShadowMap::setup_frame(Renderer &renderer)
        renderable.setup_frame(renderer);
 
        Camera camera;
-       const Vector4 &lpos = light.get_position();
-       /* XXX Not really proper way to support positional lights, but good
-       enough when the light source is far away */
-       camera.set_look_direction(lpos.w*target-lpos.slice<3>(0));
-
-       camera.set_up_direction((abs(camera.get_look_direction().z)<0.99) ? Vector3(0, 0, 1) : Vector3(0, 1, 0));
+       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);
 
@@ -102,7 +99,7 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const
 
        unsigned unit = renderer.allocate_effect_texunit();
        int iunit = unit;
-       shdata.uniform("shadow", iunit);
+       shdata.uniform("shadow_map", iunit);
 
        Bind _bind_depth(depth_buf, unit);