+++ /dev/null
-#include <cmath>
-#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):
- Effect(r),
- size(s),
- light(l),
- radius(1),
- depth_bias(4),
- rendered(false)
-{
- depth_buf.set_min_filter(LINEAR);
- 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);
- 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() const
-{
- if(rendered)
- return;
-
- rendered = true;
- renderable.setup_frame();
-
- const Vector4 &lpos = light.get_position();
- Vector3 back;
- if(lpos.w)
- {
- /* XXX Not really proper way to support positional lights, but good
- enough when the light source is far away */
- back = lpos.slice<3>(0)-target;
- }
- else
- back = lpos.slice<3>(0);
- back.normalize();
-
- Vector3 up;
- if(abs(back.z)<0.99)
- up = Vector3(0, 0, 1);
- else
- up = Vector3(0, 1, 0);
-
- Vector3 right = normalize(cross(up, back));
-
- Vector4 columns[4];
- columns[0] = compose(right, 0.0f);
- columns[1] = compose(normalize(cross(back, right)), 0.0f);
- columns[2] = compose(back, 0.0f);
- columns[3] = compose(target, 1.0f);
- light_matrix = Matrix::from_columns(columns);
- view_matrix = invert(light_matrix);
-
- MatrixStack::Push push_mv(MatrixStack::modelview());
- MatrixStack::Push push_proj(MatrixStack::projection());
-
- MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
- MatrixStack::modelview() = view_matrix;
-
- shadow_matrix = light_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);
- renderable.render("shadow");
-}
-
-void ShadowMap::finish_frame() const
-{
- 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", 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