]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / shadowmap.cpp
diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp
deleted file mode 100644 (file)
index 25b0d6d..0000000
+++ /dev/null
@@ -1,154 +0,0 @@
-/* $Id$
-
-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"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l):
-       size(s),
-       scene(c),
-       light(l),
-       unit(3),
-       radius(1)
-{
-       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, 0);
-       depth_buf.image(0, DEPTH_COMPONENT, UNSIGNED_BYTE, 0);
-       fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
-       draw_buffer(NO_BUFFER);
-       Framebuffer::unbind();
-}
-
-void ShadowMap::set_target(const Vector3 &t, float r)
-{
-       target = t;
-       radius = r;
-}
-
-void ShadowMap::set_texture_unit(unsigned u)
-{
-       unit = u;
-}
-
-void ShadowMap::prepare()
-{
-       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;
-       }
-
-       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;
-
-       {
-               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");
-
-               matrix_mode(PROJECTION);
-               pop_matrix();
-               matrix_mode(MODELVIEW);
-               pop_matrix();
-               if(old_fbo)
-                       old_fbo->bind();
-               else
-                       Framebuffer::unbind();
-       }
-
-       depth_buf.bind_to(unit);
-       float diam = radius*2;
-       float s_eq[4] = { matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5 };
-       float t_eq[4] = { matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5 };
-       float r_eq[4] = { -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5-matrix[14]/diam-4.0/size };
-       glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
-       glTexGenfv(GL_S, GL_EYE_PLANE, s_eq);
-       enable(GL_TEXTURE_GEN_S);
-       glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
-       glTexGenfv(GL_T, GL_EYE_PLANE, t_eq);
-       enable(GL_TEXTURE_GEN_T);
-       glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
-       glTexGenfv(GL_R, GL_EYE_PLANE, r_eq);
-       enable(GL_TEXTURE_GEN_R);
-
-       TexUnit::activate(0);
-}
-
-void ShadowMap::cleanup()
-{
-       Texture::unbind_from(unit);
-       disable(GL_TEXTURE_GEN_S);
-       disable(GL_TEXTURE_GEN_T);
-       disable(GL_TEXTURE_GEN_R);
-       TexUnit::activate(0);
-}
-
-} // namespace GL
-} // namespace Msp