X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.cpp;h=f11ea7a710558085c4ce059289fac848baff3cc9;hp=0af9327132cf88c8222b31e11d2846329219f605;hb=fe2fc291a4fc618425c64112c9ffd3519f0b8a3e;hpb=7db40551e9197142b0b6cb7fd883b325684bb8c2 diff --git a/source/effects/shadowmap.cpp b/source/effects/shadowmap.cpp index 0af93271..f11ea7a7 100644 --- a/source/effects/shadowmap.cpp +++ b/source/effects/shadowmap.cpp @@ -13,20 +13,37 @@ using namespace std; namespace Msp { namespace GL { -ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l): +ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c): Effect(r), - size(s), light(l), - sampler(resources.get("_linear_clamp_shadow.samp")), - radius(1), - depth_bias(4), - rendered(false) + shadow_caster(c), + sampler(Resources::get_global().get("_linear_clamp_shadow.samp")) { + init(s); +} + +ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l): + Effect(r), + light(l), + shadow_caster(r), + sampler(Resources::get_global().get("_linear_clamp_shadow.samp")) +{ + init(s); +} + +void ShadowMap::init(unsigned s) +{ + size = s; + radius = 1; + depth_bias = 4; + rendered = false; + depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); fbo.require_complete(); set_darkness(0.7); + shdata.uniform("shd_world_matrix", Matrix()); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -58,6 +75,7 @@ void ShadowMap::setup_frame(Renderer &renderer) rendered = true; renderable.setup_frame(renderer); + shadow_caster.setup_frame(renderer); shadow_camera.set_object_matrix(*light.get_matrix()); shadow_camera.set_position(target); @@ -71,6 +89,8 @@ 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); @@ -78,13 +98,16 @@ void ShadowMap::setup_frame(Renderer &renderer) Renderer::Push push(renderer); renderer.set_camera(shadow_camera); - renderer.render(renderable, "shadow"); + 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 @@ -92,13 +115,6 @@ 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);