+++ /dev/null
-/* $Id$
-
-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),
- radius(1)
-{
- depth_buf.set_min_filter(LINEAR);
- depth_buf.storage(DEPTH_COMPONENT, size, size, 0);
- depth_buf.image(0, DEPTH_COMPONENT, UNSIGNED_BYTE, 0);
- depth_buf.parameter(GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
- depth_buf.parameter(GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- depth_buf.parameter(GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
- depth_buf.parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- depth_buf.parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- glDrawBuffer(GL_NONE);
- Framebuffer::unbind();
- Texture::unbind();
-}
-
-void ShadowMap::set_target(const Vector3 &t, float r)
-{
- target=t;
- radius=r;
-}
-
-void ShadowMap::prepare()
-{
- const Vector4 &lpos=light.get_position();
- if(lpos.w)
- throw Exception("Non-directional lights not supported at the moment");
-
- 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();
- glViewport(0, 0, size, size);
- glClear(GL_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(3);
- 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()
-{
- TexUnit::activate(3);
- Texture::unbind();
- disable(GL_TEXTURE_GEN_S);
- disable(GL_TEXTURE_GEN_T);
- disable(GL_TEXTURE_GEN_R);
- TexUnit::activate(0);
-}
-
-} // namespace GL
-} // namespace Msp