X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=921a1747875b4bf0b349042dac6aab26095cff84;hp=6f62870be5c73b7f8a5420ac72851f3b05ae4676;hb=HEAD;hpb=bd141418a0712feeb64bcaff7f57e29913b0317b diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp deleted file mode 100644 index 6f62870b..00000000 --- a/source/shadowmap.cpp +++ /dev/null @@ -1,177 +0,0 @@ -#include -#include -#include "light.h" -#include "matrix.h" -#include "misc.h" -#include "renderer.h" -#include "scene.h" -#include "shadowmap.h" -#include "tests.h" -#include "texgen.h" -#include "texunit.h" - -using namespace std; - -namespace Msp { -namespace GL { - -ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): - Effect(r), - size(s), - light(l), - radius(1), - depth_bias(4), - rendered(false) -{ - depth_buf.set_min_filter(LINEAR); - 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); - - set_darkness(0.7); - set_texture_unit(3); -} - -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::set_texture_unit(unsigned u) -{ - unit = u; - - int i = unit; - shdata.uniform("shadow", i); - shdata.uniform("shadow_unit", i); -} - -void ShadowMap::setup_frame() const -{ - if(rendered) - return; - - renderable.setup_frame(); - rendered = true; - - 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 l = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z); - lpos.x /= l; - lpos.y /= l; - lpos.z /= l; - - 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; - } - 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; - } - - 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; - - light_matrix = matrix; - - MatrixStack::Push push_mv(MatrixStack::modelview()); - MatrixStack::Push push_proj(MatrixStack::projection()); - - MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); - MatrixStack::modelview() = light_matrix; - - Bind bind_fbo(fbo, true); - Bind bind_depth(DepthTest::lequal()); - fbo.clear(DEPTH_BUFFER_BIT); - renderable.render("shadow"); -} - -void ShadowMap::finish_frame() const -{ - renderable.finish_frame(); - rendered = false; -} - -void ShadowMap::render(Renderer &renderer, const Tag &tag) const -{ - if(!enabled_passes.count(tag)) - return renderer.render(renderable, tag); - - const double *matrix = light_matrix.data(); - - // Has side effect of changing the current unit - depth_buf.bind_to(unit); - float diam = radius*2; - TexGen tg_s, tg_t, tg_r; - tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f)); - tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f)); - tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size)); - tg_s.bind_to(SCOORD); - tg_t.bind_to(TCOORD); - tg_r.bind_to(RCOORD); - TexUnit::activate(0); - - Renderer::Push _push_rend(renderer); - renderer.add_shader_data(shdata); - renderer.render(renderable, tag); - - Texture::unbind_from(unit); - TexGen::unbind_from(SCOORD); - TexGen::unbind_from(TCOORD); - TexGen::unbind_from(RCOORD); - TexUnit::activate(0); -} - -} // namespace GL -} // namespace Msp