X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.cpp;h=cf73e810070581d8c03c6e5f3c61391d127d1551;hp=639a352562bc062768e4303b89505afccd65f757;hb=2b2676392aff2eb6b38c3e463cc67f4d67a4ef8b;hpb=0d765be40336decc966932e0143fe9496f3eab4b diff --git a/source/effects/shadowmap.cpp b/source/effects/shadowmap.cpp index 639a3525..cf73e810 100644 --- a/source/effects/shadowmap.cpp +++ b/source/effects/shadowmap.cpp @@ -6,27 +6,26 @@ #include "resources.h" #include "scene.h" #include "shadowmap.h" -#include "tests.h" using namespace std; namespace Msp { namespace GL { -ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l, Renderable &c): +ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c): Effect(r), light(l), shadow_caster(c), - sampler(resources.get("_linear_clamp_shadow.samp")) + sampler(Resources::get_global().get("_linear_clamp_shadow.samp")) { init(s); } -ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l): +ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l): Effect(r), light(l), shadow_caster(r), - sampler(resources.get("_linear_clamp_shadow.samp")) + sampler(Resources::get_global().get("_linear_clamp_shadow.samp")) { init(s); } @@ -42,7 +41,11 @@ void ShadowMap::init(unsigned s) fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); fbo.require_complete(); - set_darkness(0.7); + depth_test.enabled = true; + depth_test.compare = LEQUAL; + + set_darkness(1.0f); + shdata.uniform("shd_world_matrix", Matrix()); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -88,20 +91,25 @@ void ShadowMap::setup_frame(Renderer &renderer) shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5); shadow_matrix.invert(); + shdata.uniform("shd_world_matrix", shadow_matrix); + BindRestore bind_fbo(fbo); - Bind bind_depth(DepthTest::lequal()); fbo.clear(DEPTH_BUFFER_BIT); Renderer::Push push(renderer); renderer.set_camera(shadow_camera); + renderer.set_depth_test(&depth_test); renderer.render(shadow_caster); } void ShadowMap::finish_frame() { - renderable.finish_frame(); - rendered = false; + if(rendered) + { + rendered = false; + renderable.finish_frame(); + } } void ShadowMap::render(Renderer &renderer, Tag tag) const @@ -109,13 +117,6 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const if(!enabled_passes.count(tag)) return renderer.render(renderable, tag); - 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::Push _push_rend(renderer); renderer.set_texture("shadow_map", &depth_buf, &sampler); @@ -123,5 +124,17 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const renderer.render(renderable, tag); } +void ShadowMap::set_debug_name(const std::string &name) +{ +#ifdef DEBUG + fbo.set_debug_name(name+" [FBO]"); + shadow_camera.set_debug_name(name+".camera"); + depth_buf.set_debug_name(name+"/depth.tex2d"); + shdata.set_debug_name(name+" [UBO]"); +#else + (void)name; +#endif +} + } // namespace GL } // namespace Msp