X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=921a1747875b4bf0b349042dac6aab26095cff84;hp=d8853d9e3e229f5eff23631e437fc20eaea8ffd0;hb=HEAD;hpb=d031a80ea06e3ccd01041e9c6024fa62adf25160 diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp deleted file mode 100644 index d8853d9e..00000000 --- a/source/shadowmap.cpp +++ /dev/null @@ -1,122 +0,0 @@ -#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 "texunit.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) -{ - 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); - 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() const -{ - if(rendered) - return; - - rendered = true; - renderable.setup_frame(); - - Camera camera; - const Vector4 &lpos = light.get_position(); - /* XXX Not really proper way to support positional lights, but good - enough when the light source is far away */ - camera.set_look_direction(lpos.w*target-lpos.slice<3>(0)); - - camera.set_up_direction((abs(camera.get_look_direction().z)<0.99) ? Vector3(0, 0, 1) : Vector3(0, 1, 0)); - camera.set_position(target); - 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 renderer(&camera); - renderable.render(renderer, "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); - - Renderer::Push _push_rend(renderer); - - unsigned unit = renderer.allocate_effect_texunit(); - int iunit = unit; - shdata.uniform("shadow", 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