]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Convert Matrix to use floats
[libs/gl.git] / source / shadowmap.cpp
index b930315f626140d43c461910a8c8bfc01fdfd580..91c056fe147cc4c994100b5a1aa1e2ec8534c730 100644 (file)
@@ -6,6 +6,7 @@
 #include "renderer.h"
 #include "scene.h"
 #include "shadowmap.h"
+#include "tests.h"
 #include "texgen.h"
 #include "texunit.h"
 
@@ -19,7 +20,8 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
        size(s),
        light(l),
        radius(1),
-       depth_bias(4)
+       depth_bias(4),
+       rendered(false)
 {
        depth_buf.set_min_filter(LINEAR);
        depth_buf.set_compare_enabled(true);
@@ -27,6 +29,7 @@ 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);
@@ -63,25 +66,25 @@ void ShadowMap::set_texture_unit(unsigned u)
        shdata.uniform("shadow_unit", i);
 }
 
-void ShadowMap::render(Renderer &renderer, const Tag &tag) const
+void ShadowMap::setup_frame() const
 {
-       if(!enabled_passes.count(tag))
-               return renderer.render(renderable, tag);
+       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.x -= target.x;
-               lpos.y -= target.y;
-               lpos.z -= target.z;
-               float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z);
-               lpos.x /= d;
-               lpos.y /= d;
-               lpos.z /= d;
+               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))
        {
@@ -116,19 +119,32 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const
        matrix[11] = 0;
        matrix[15] = 1;
 
-       renderer.escape();
+       light_matrix = matrix;
 
-       {
-               MatrixStack::Push push_mv(MatrixStack::modelview());
-               MatrixStack::Push push_proj(MatrixStack::projection());
+       MatrixStack::Push push_mv(MatrixStack::modelview());
+       MatrixStack::Push push_proj(MatrixStack::projection());
 
-               MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
-               MatrixStack::modelview() = matrix;
+       MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
+       MatrixStack::modelview() = light_matrix;
 
-               Bind bind_fbo(fbo, true);
-               fbo.clear(DEPTH_BUFFER_BIT);
-               renderable.render("shadow");
-       }
+       Bind bind_fbo(fbo, true);
+       Bind bind_depth(DepthTest::lequal());
+       fbo.clear(DEPTH_BUFFER_BIT);
+       renderable.render("shadow");
+}
+
+void ShadowMap::finish_frame() const
+{
+       renderable.finish_frame();
+       rendered = false;
+}
+
+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();
 
        // Has side effect of changing the current unit
        depth_buf.bind_to(unit);