X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=921a1747875b4bf0b349042dac6aab26095cff84;hp=6250f899005b23684f0397b324609a174a858631;hb=HEAD;hpb=9087cc0a372b9c739f15398c7a22c0a6eb5041bb diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp deleted file mode 100644 index 6250f899..00000000 --- a/source/shadowmap.cpp +++ /dev/null @@ -1,118 +0,0 @@ -#include -#include -#include "camera.h" -#include "light.h" -#include "renderer.h" -#include "scene.h" -#include "shadowmap.h" -#include "tests.h" - -using namespace std; - -namespace Msp { -namespace GL { - -ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l): - Effect(r), - size(s), - light(l), - radius(1), - depth_bias(4), - rendered(false) -{ - Sampler &depth_samp = depth_buf.get_default_sampler(); - depth_samp.set_min_filter(LINEAR); - depth_samp.set_compare(LEQUAL); - depth_samp.set_wrap(CLAMP_TO_EDGE); - depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1); - fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); - fbo.require_complete(); - - set_darkness(0.7); -} - -void ShadowMap::set_target(const Vector3 &t, float r) -{ - target = t; - radius = r; -} - -void ShadowMap::set_darkness(float d) -{ - if(d<0.0f || d>1.0f) - throw invalid_argument("ShadowMap::set_darkness"); - - shdata.uniform("shadow_darkness", d); -} - -void ShadowMap::set_depth_bias(float b) -{ - if(b<0.0f) - throw invalid_argument("ShadowMap::set_depth_bias"); - - depth_bias = b; -} - -void ShadowMap::setup_frame(Renderer &renderer) -{ - if(rendered) - return; - - rendered = true; - renderable.setup_frame(renderer); - - 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); - - 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(); - - BindRestore bind_fbo(fbo); - Bind bind_depth(DepthTest::lequal()); - fbo.clear(DEPTH_BUFFER_BIT); - - Renderer::Push push(renderer); - renderer.set_camera(camera); - - renderer.render(renderable, "shadow"); -} - -void ShadowMap::finish_frame() -{ - renderable.finish_frame(); - rendered = false; -} - -void ShadowMap::render(Renderer &renderer, const Tag &tag) const -{ - if(!enabled_passes.count(tag)) - return renderer.render(renderable, tag); - - Renderer::Push _push_rend(renderer); - - unsigned unit = renderer.allocate_effect_texunit(); - int iunit = unit; - shdata.uniform("shadow_map", iunit); - - Bind _bind_depth(depth_buf, unit); - - 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.add_shader_data(shdata); - renderer.render(renderable, tag); -} - -} // namespace GL -} // namespace Msp