]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Make ambient occlusion edge detection threshold adjustable
[libs/gl.git] / source / shadowmap.cpp
index 6056141f763376edaa39531b0070d348c9effb9f..921a1747875b4bf0b349042dac6aab26095cff84 100644 (file)
@@ -2,13 +2,10 @@
 #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;
 
@@ -27,7 +24,7 @@ ShadowMap::ShadowMap(unsigned s, 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();
 
@@ -65,13 +62,10 @@ void ShadowMap::setup_frame(Renderer &renderer)
        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);