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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 5d65880..0000000
+++ /dev/null
@@ -1,118 +0,0 @@
-#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