]> 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 dd68993..0000000
+++ /dev/null
@@ -1,143 +0,0 @@
-#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;
-
-       renderable.setup_frame();
-       rendered = true;
-
-       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 = Vector3(lpos)-target;
-       }
-       else
-               back = Vector3(lpos);
-       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] = Vector4(right, 0.0f);
-       columns[1] = Vector4(normalize(cross(back, right)), 0.0f);
-       columns[2] = Vector4(back, 0.0f);
-       columns[3] = Vector4(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