X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=921a1747875b4bf0b349042dac6aab26095cff84;hp=96539f1d4d70c2241e0699e60dc5da757595a961;hb=HEAD;hpb=656b4577fccfb02bea747871e5ab10148f002443 diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp deleted file mode 100644 index 96539f1d..00000000 --- a/source/shadowmap.cpp +++ /dev/null @@ -1,138 +0,0 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2009 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#include -#include -#include "light.h" -#include "matrix.h" -#include "misc.h" -#include "scene.h" -#include "shadowmap.h" -#include "texunit.h" - -using namespace std; - -namespace Msp { -namespace GL { - -ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l): - size(s), - scene(c), - light(l), - unit(3), - radius(1) -{ - 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); -} - -void ShadowMap::set_target(const Vector3 &t, float r) -{ - target = t; - radius = r; -} - -void ShadowMap::set_texture_unit(unsigned u) -{ - unit = u; -} - -void ShadowMap::prepare() -{ - 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 d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z); - lpos.x /= d; - lpos.y /= d; - lpos.z /= d; - } - - 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; - - { - MatrixStack::Push push_mv(MatrixStack::modelview()); - MatrixStack::Push push_proj(MatrixStack::projection()); - - MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); - MatrixStack::modelview() = matrix; - - Bind bind_fbo(fbo, true); - fbo.clear(DEPTH_BUFFER_BIT); - scene.render("shadow"); - } - - depth_buf.bind_to(unit); - float diam = radius*2; - float s_eq[4] = { matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5 }; - float t_eq[4] = { matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5 }; - float r_eq[4] = { -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5-matrix[14]/diam-4.0/size }; - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); - glTexGenfv(GL_S, GL_EYE_PLANE, s_eq); - enable(GL_TEXTURE_GEN_S); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); - glTexGenfv(GL_T, GL_EYE_PLANE, t_eq); - enable(GL_TEXTURE_GEN_T); - glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); - glTexGenfv(GL_R, GL_EYE_PLANE, r_eq); - enable(GL_TEXTURE_GEN_R); - - TexUnit::activate(0); -} - -void ShadowMap::cleanup() -{ - Texture::unbind_from(unit); - disable(GL_TEXTURE_GEN_S); - disable(GL_TEXTURE_GEN_T); - disable(GL_TEXTURE_GEN_R); - TexUnit::activate(0); -} - -} // namespace GL -} // namespace Msp