]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Copy the material slot of RenderPass
[libs/gl.git] / source / shadowmap.cpp
index 4ad192cad1d737cb90dc464f4e9ca7b639ca8d70..921a1747875b4bf0b349042dac6aab26095cff84 100644 (file)
@@ -2,20 +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 "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),
@@ -27,7 +24,7 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
        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);
+       depth_buf.storage(DEPTH_COMPONENT, size, size, 1);
        fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
        fbo.require_complete();
 
@@ -56,22 +53,19 @@ void ShadowMap::set_depth_bias(float b)
        depth_bias = b;
 }
 
-void ShadowMap::setup_frame() const
+void ShadowMap::setup_frame(Renderer &renderer)
 {
        if(rendered)
                return;
 
        rendered = true;
-       renderable.setup_frame();
+       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);
 
@@ -84,11 +78,13 @@ void ShadowMap::setup_frame() const
        Bind bind_depth(DepthTest::lequal());
        fbo.clear(DEPTH_BUFFER_BIT);
 
-       Renderer renderer(&camera);
-       renderable.render(renderer, "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;