]> 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 5f66d89..0000000
+++ /dev/null
@@ -1,148 +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.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);
-       draw_buffer(NO_BUFFER);
-       Framebuffer::unbind();
-       Texture::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()
-{
-       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();
-               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()
-{
-       TexUnit::activate(unit);
-       Texture::unbind();
-       disable(GL_TEXTURE_GEN_S);
-       disable(GL_TEXTURE_GEN_T);
-       disable(GL_TEXTURE_GEN_R);
-       TexUnit::activate(0);
-}
-
-} // namespace GL
-} // namespace Msp