+++ /dev/null
-#include <cmath>
-#include <cstdlib>
-#include "camera.h"
-#include "light.h"
-#include "renderer.h"
-#include "scene.h"
-#include "shadowmap.h"
-#include "tests.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
- Effect(r),
- size(s),
- light(l),
- radius(1),
- depth_bias(4),
- rendered(false)
-{
- 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_COMPONENT, size, size, 1);
- fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- fbo.require_complete();
-
- set_darkness(0.7);
-}
-
-void ShadowMap::set_target(const Vector3 &t, float r)
-{
- target = t;
- radius = r;
-}
-
-void ShadowMap::set_darkness(float d)
-{
- if(d<0.0f || d>1.0f)
- throw invalid_argument("ShadowMap::set_darkness");
-
- shdata.uniform("shadow_darkness", d);
-}
-
-void ShadowMap::set_depth_bias(float b)
-{
- if(b<0.0f)
- throw invalid_argument("ShadowMap::set_depth_bias");
-
- depth_bias = b;
-}
-
-void ShadowMap::setup_frame(Renderer &renderer)
-{
- if(rendered)
- return;
-
- rendered = true;
- renderable.setup_frame(renderer);
-
- Camera camera;
- 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);
-
- shadow_matrix = camera.get_object_matrix();
- shadow_matrix.scale(radius*2, radius*2, -radius*2);
- shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
- shadow_matrix.invert();
-
- BindRestore bind_fbo(fbo);
- Bind bind_depth(DepthTest::lequal());
- fbo.clear(DEPTH_BUFFER_BIT);
-
- Renderer::Push push(renderer);
- renderer.set_camera(camera);
-
- renderer.render(renderable, "shadow");
-}
-
-void ShadowMap::finish_frame()
-{
- renderable.finish_frame();
- rendered = false;
-}
-
-void ShadowMap::render(Renderer &renderer, const Tag &tag) const
-{
- if(!enabled_passes.count(tag))
- return renderer.render(renderable, tag);
-
- Renderer::Push _push_rend(renderer);
-
- unsigned unit = renderer.allocate_effect_texunit();
- int iunit = unit;
- shdata.uniform("shadow_map", iunit);
-
- Bind _bind_depth(depth_buf, unit);
-
- if(const Camera *camera = renderer.get_camera())
- /* Multiply by camera's object matrix to form a matrix that transforms
- from eye space to shadow space. */
- shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix());
- else
- shdata.uniform("shd_eye_matrix", shadow_matrix);
-
- renderer.add_shader_data(shdata);
- renderer.render(renderable, tag);
-}
-
-} // namespace GL
-} // namespace Msp