X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=921a1747875b4bf0b349042dac6aab26095cff84;hp=91c056fe147cc4c994100b5a1aa1e2ec8534c730;hb=639238c53510fb9483e92fb1b808d33fce992bff;hpb=fa5b232a16e11d7950e80764497f0167ec9e3b41 diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 91c056fe..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) @@ -57,83 +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; - - 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 -= Vector4(target.x, target.y, target.z, 1.0f); - } - - lpos.normalize(); - - 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); + 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; @@ -144,29 +95,23 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const if(!enabled_passes.count(tag)) return renderer.render(renderable, tag); - const float *matrix = light_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(SCOORD); - tg_t.bind_to(TCOORD); - tg_r.bind_to(RCOORD); - TexUnit::activate(0); + 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(SCOORD); - TexGen::unbind_from(TCOORD); - TexGen::unbind_from(RCOORD); - TexUnit::activate(0); } } // namespace GL