X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=921a1747875b4bf0b349042dac6aab26095cff84;hp=372fa1130c6ccf8836992b154cbb3ea9dbb31f95;hb=99d25b5ef615a23ef63645fea87596b3384b5ede;hpb=c225025178a397a6ec7c21b686e3758f5f5d3cb6 diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 372fa113..921a1747 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -2,20 +2,17 @@ #include #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 { -ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): +ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l): Effect(r), size(s), light(l), @@ -27,7 +24,7 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): 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); + depth_buf.storage(DEPTH_COMPONENT, size, size, 1); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); fbo.require_complete(); @@ -56,49 +53,23 @@ void ShadowMap::set_depth_bias(float b) depth_bias = b; } -void ShadowMap::setup_frame() const +void ShadowMap::setup_frame(Renderer &renderer) { if(rendered) return; rendered = true; - renderable.setup_frame(); - - const Vector4 &lpos = light.get_position(); - Vector3 back; - if(lpos.w) - { - /* XXX Not really proper way to support positional lights, but good - enough when the light source is far away */ - back = Vector3(lpos)-target; - } - else - back = Vector3(lpos); - back.normalize(); - - Vector3 up; - if(abs(back.z)<0.99) - up = Vector3(0, 0, 1); - else - up = Vector3(0, 1, 0); - - Vector3 right = normalize(cross(up, back)); + renderable.setup_frame(renderer); - Vector4 columns[4]; - columns[0] = Vector4(right, 0.0f); - columns[1] = Vector4(normalize(cross(back, right)), 0.0f); - columns[2] = Vector4(back, 0.0f); - columns[3] = Vector4(target, 1.0f); - light_matrix = Matrix::from_columns(columns); - view_matrix = invert(light_matrix); + Camera camera; + 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); - MatrixStack::Push push_mv(MatrixStack::modelview()); - MatrixStack::Push push_proj(MatrixStack::projection()); - - MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); - MatrixStack::modelview() = view_matrix; - - shadow_matrix = light_matrix; + shadow_matrix = camera.get_object_matrix(); shadow_matrix.scale(radius*2, radius*2, -radius*2); shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5); shadow_matrix.invert(); @@ -106,10 +77,14 @@ void ShadowMap::setup_frame() const BindRestore bind_fbo(fbo); Bind bind_depth(DepthTest::lequal()); fbo.clear(DEPTH_BUFFER_BIT); - renderable.render("shadow"); + + Renderer::Push push(renderer); + renderer.set_camera(camera); + + renderer.render(renderable, "shadow"); } -void ShadowMap::finish_frame() const +void ShadowMap::finish_frame() { renderable.finish_frame(); rendered = false;