X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=7a761e7ad2bf15c6e35a5576f645f2980ab441c7;hp=9dadb8fe16ee4991eda732ceb0219373d8267bfe;hb=b617c5d7b5283ad260a77f01e42e6170cabbc03d;hpb=f17794d55923d4fb4f63e9d082d8d84a735a04e8 diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 9dadb8fe..7a761e7a 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -43,64 +43,64 @@ ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l): 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; + unit = u; } void ShadowMap::prepare() { - Vector4 lpos=light.get_position(); + Vector4 lpos = light.get_position(); if(lpos.w) { /* 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; + 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); @@ -111,7 +111,7 @@ void ShadowMap::prepare() push_matrix(); load_matrix(matrix); - const Framebuffer *old_fbo=Framebuffer::current(); + const Framebuffer *old_fbo = Framebuffer::current(); fbo.bind(); clear(DEPTH_BUFFER_BIT); scene.render("shadow"); @@ -127,10 +127,10 @@ void ShadowMap::prepare() } 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 }; + 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);