]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Remove the deprecated ProgramBuilder class
[libs/gl.git] / source / shadowmap.cpp
index f461c88a4279155604b0ba519f7ea98ff3d096b1..eaf6e1373cb126a387d535e9e2b1352199eed2e7 100644 (file)
@@ -2,19 +2,18 @@
 #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 {
 
+WeakPtr<Sampler> ShadowMap::shadow_sampler;
+
 ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
        Effect(r),
        size(s),
@@ -23,11 +22,16 @@ ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
        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);
+       sampler = shadow_sampler;
+       if(!sampler)
+       {
+               sampler = new Sampler;
+               sampler->set_filter(LINEAR);
+               sampler->set_compare(LEQUAL);
+               sampler->set_wrap(CLAMP_TO_EDGE);
+               shadow_sampler = sampler;
+       }
+       depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
        fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
        fbo.require_complete();
 
@@ -65,13 +69,10 @@ 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);
 
@@ -84,8 +85,10 @@ void ShadowMap::setup_frame(Renderer &renderer)
        Bind bind_depth(DepthTest::lequal());
        fbo.clear(DEPTH_BUFFER_BIT);
 
-       Renderer shadow_renderer(&camera);
-       renderable.render(shadow_renderer, "shadow");
+       Renderer::Push push(renderer);
+       renderer.set_camera(camera);
+
+       renderer.render(renderable, "shadow");
 }
 
 void ShadowMap::finish_frame()
@@ -103,8 +106,9 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const
 
        unsigned unit = renderer.allocate_effect_texunit();
        int iunit = unit;
-       shdata.uniform("shadow", iunit);
+       shdata.uniform("shadow_map", iunit);
 
+       Bind _bind_sampler(*sampler, unit);
        Bind _bind_depth(depth_buf, unit);
 
        if(const Camera *camera = renderer.get_camera())