X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=eaf6e1373cb126a387d535e9e2b1352199eed2e7;hp=d8853d9e3e229f5eff23631e437fc20eaea8ffd0;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hpb=d031a80ea06e3ccd01041e9c6024fa62adf25160 diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index d8853d9e..eaf6e137 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -2,19 +2,18 @@ #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 { +WeakPtr ShadowMap::shadow_sampler; + ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l): Effect(r), size(s), @@ -23,11 +22,16 @@ ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l): 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); + sampler = shadow_sampler; + if(!sampler) + { + sampler = new Sampler; + sampler->set_filter(LINEAR); + sampler->set_compare(LEQUAL); + sampler->set_wrap(CLAMP_TO_EDGE); + shadow_sampler = sampler; + } + depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); fbo.require_complete(); @@ -56,22 +60,19 @@ void ShadowMap::set_depth_bias(float b) depth_bias = b; } -void ShadowMap::setup_frame() const +void ShadowMap::setup_frame(Renderer &renderer) { if(rendered) return; rendered = true; - renderable.setup_frame(); + renderable.setup_frame(renderer); 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_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); @@ -84,11 +85,13 @@ void ShadowMap::setup_frame() const Bind bind_depth(DepthTest::lequal()); fbo.clear(DEPTH_BUFFER_BIT); - Renderer renderer(&camera); - renderable.render(renderer, "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; @@ -103,8 +106,9 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const unsigned unit = renderer.allocate_effect_texunit(); int iunit = unit; - shdata.uniform("shadow", iunit); + shdata.uniform("shadow_map", iunit); + Bind _bind_sampler(*sampler, unit); Bind _bind_depth(depth_buf, unit); if(const Camera *camera = renderer.get_camera())