X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=921a1747875b4bf0b349042dac6aab26095cff84;hp=737423f7ff3687fd5e6c95870f2ad854623128c5;hb=639238c53510fb9483e92fb1b808d33fce992bff;hpb=a8c9bac7217e1750ce7578600429d16e8010d8b1 diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 737423f7..921a1747 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -1,21 +1,18 @@ #include #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 "texgen.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), @@ -27,12 +24,11 @@ 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(); set_darkness(0.7); - set_texture_unit(3); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -57,64 +53,38 @@ void ShadowMap::set_depth_bias(float b) 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 +void ShadowMap::setup_frame(Renderer &renderer) { if(rendered) return; - renderable.setup_frame(); rendered = true; - - 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)); - - 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); - - 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; - - Bind bind_fbo(fbo, 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); - 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; @@ -125,27 +95,23 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const if(!enabled_passes.count(tag)) return renderer.render(renderable, tag); - const float *matrix = view_matrix.data(); + Renderer::Push _push_rend(renderer); + + unsigned unit = renderer.allocate_effect_texunit(); + int iunit = unit; + shdata.uniform("shadow", iunit); - // 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(unit, SCOORD); - tg_t.bind_to(unit, TCOORD); - tg_r.bind_to(unit, RCOORD); + 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::Push _push_rend(renderer); renderer.add_shader_data(shdata); renderer.render(renderable, tag); - - Texture::unbind_from(unit); - TexGen::unbind_from(unit, SCOORD); - TexGen::unbind_from(unit, TCOORD); - TexGen::unbind_from(unit, RCOORD); } } // namespace GL