X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=42e636a3456865493218aeffbf673f26ba956452;hp=3691773ad3f58d9ae41ffb1148291b10acd08d32;hb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;hpb=ac7c744dfb6e87481eea7081b84c5ae2f585ee7b diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 3691773a..42e636a3 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -1,16 +1,8 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2009 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include #include #include "light.h" #include "matrix.h" #include "misc.h" -#include "projection.h" #include "scene.h" #include "shadowmap.h" #include "texunit.h" @@ -24,98 +16,95 @@ ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l): size(s), scene(c), light(l), + unit(3), radius(1) { depth_buf.set_min_filter(LINEAR); - depth_buf.storage(DEPTH_COMPONENT, size, size, 0); - depth_buf.image(0, DEPTH_COMPONENT, UNSIGNED_BYTE, 0); - depth_buf.parameter(GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); - depth_buf.parameter(GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); - depth_buf.parameter(GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); - depth_buf.parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - depth_buf.parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + 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); - glDrawBuffer(GL_NONE); - Framebuffer::unbind(); - Texture::unbind(); } void ShadowMap::set_target(const Vector3 &t, float r) { - target=t; - radius=r; + target = t; + radius = r; +} + +void ShadowMap::set_texture_unit(unsigned u) +{ + unit = u; } void ShadowMap::prepare() { - const Vector4 &lpos=light.get_position(); + Vector4 lpos = light.get_position(); if(lpos.w) - throw Exception("Non-directional lights not supported at the moment"); + { + /* XXX Not really proper way to support positional lights, but good + enough when the light source is far away */ + lpos.x -= target.x; + lpos.y -= target.y; + lpos.z -= target.z; + float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z); + lpos.x /= d; + lpos.y /= d; + lpos.z /= d; + } float matrix[16]; if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y)) { - float d=sqrt(lpos.x*lpos.x+lpos.z*lpos.z); - matrix[0]=lpos.z/d; - matrix[4]=0; - matrix[8]=-lpos.x/d; - matrix[1]=-lpos.x*lpos.y/d; - matrix[5]=d; - matrix[9]=-lpos.z*lpos.y/d; + float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z); + matrix[0] = lpos.z/d; + matrix[4] = 0; + matrix[8] = -lpos.x/d; + matrix[1] = -lpos.x*lpos.y/d; + matrix[5] = d; + matrix[9] = -lpos.z*lpos.y/d; } else { - float d=sqrt(lpos.x*lpos.x+lpos.y*lpos.y); - matrix[0]=-lpos.y/d; - matrix[4]=lpos.x/d; - matrix[8]=0; - matrix[1]=-lpos.x*lpos.z/d; - matrix[5]=-lpos.y*lpos.z/d; - matrix[9]=d; + float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y); + matrix[0] = -lpos.y/d; + matrix[4] = lpos.x/d; + matrix[8] = 0; + matrix[1] = -lpos.x*lpos.z/d; + matrix[5] = -lpos.y*lpos.z/d; + matrix[9] = d; } - matrix[2]=lpos.x; - matrix[6]=lpos.y; - matrix[10]=lpos.z; + matrix[2] = lpos.x; + matrix[6] = lpos.y; + matrix[10] = lpos.z; - matrix[12]=-(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]); - matrix[13]=-(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]); - matrix[14]=-(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]); - matrix[3]=0; - matrix[7]=0; - matrix[11]=0; - matrix[15]=1; + matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]); + matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]); + matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]); + matrix[3] = 0; + matrix[7] = 0; + matrix[11] = 0; + matrix[15] = 1; { - matrix_mode(PROJECTION); - push_matrix(); - load_identity(); - ortho(-radius, radius, -radius, radius, -radius, radius); - matrix_mode(MODELVIEW); - push_matrix(); - load_matrix(matrix); - - const Framebuffer *old_fbo=Framebuffer::current(); - fbo.bind(); - glViewport(0, 0, size, size); - glClear(GL_DEPTH_BUFFER_BIT); - scene.render("shadow"); + MatrixStack::Push push_mv(MatrixStack::modelview()); + MatrixStack::Push push_proj(MatrixStack::projection()); - matrix_mode(PROJECTION); - pop_matrix(); - matrix_mode(MODELVIEW); - pop_matrix(); - if(old_fbo) - old_fbo->bind(); - else - Framebuffer::unbind(); + MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); + MatrixStack::modelview() = matrix; + + Bind bind_fbo(fbo, true); + fbo.clear(DEPTH_BUFFER_BIT); + scene.render("shadow"); } - depth_buf.bind_to(3); - float diam=radius*2; - float s_eq[4]={ matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5 }; - float t_eq[4]={ matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5 }; - float r_eq[4]={ -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5-matrix[14]/diam-4.0/size }; + depth_buf.bind_to(unit); + float diam = radius*2; + float s_eq[4] = { matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5 }; + float t_eq[4] = { matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5 }; + float r_eq[4] = { -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5-matrix[14]/diam-4.0/size }; glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGenfv(GL_S, GL_EYE_PLANE, s_eq); enable(GL_TEXTURE_GEN_S); @@ -131,8 +120,7 @@ void ShadowMap::prepare() void ShadowMap::cleanup() { - TexUnit::activate(3); - Texture::unbind(); + Texture::unbind_from(unit); disable(GL_TEXTURE_GEN_S); disable(GL_TEXTURE_GEN_T); disable(GL_TEXTURE_GEN_R);