From 5dd4b17dafb2223d28ef6cb83e6ca3fb88aee8af Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Sat, 8 Sep 2012 18:37:46 +0300 Subject: [PATCH] Use the frame notifications in ShadowMap --- source/shadowmap.cpp | 46 ++++++++++++++++++++++++++++++-------------- source/shadowmap.h | 5 +++++ 2 files changed, 37 insertions(+), 14 deletions(-) diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index b930315f..ad40442f 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -6,6 +6,7 @@ #include "renderer.h" #include "scene.h" #include "shadowmap.h" +#include "tests.h" #include "texgen.h" #include "texunit.h" @@ -19,7 +20,8 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): size(s), light(l), radius(1), - depth_bias(4) + depth_bias(4), + rendered(false) { depth_buf.set_min_filter(LINEAR); depth_buf.set_compare_enabled(true); @@ -63,10 +65,13 @@ void ShadowMap::set_texture_unit(unsigned u) shdata.uniform("shadow_unit", i); } -void ShadowMap::render(Renderer &renderer, const Tag &tag) const +void ShadowMap::setup_frame() const { - if(!enabled_passes.count(tag)) - return renderer.render(renderable, tag); + if(rendered) + return; + + renderable.setup_frame(); + rendered = true; Vector4 lpos = light.get_position(); if(lpos.w) @@ -116,19 +121,32 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const matrix[11] = 0; matrix[15] = 1; - renderer.escape(); + light_matrix = matrix; - { - MatrixStack::Push push_mv(MatrixStack::modelview()); - MatrixStack::Push push_proj(MatrixStack::projection()); + 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; + MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); + MatrixStack::modelview() = light_matrix; - Bind bind_fbo(fbo, true); - fbo.clear(DEPTH_BUFFER_BIT); - renderable.render("shadow"); - } + Bind bind_fbo(fbo, true); + Bind bind_depth(DepthTest::lequal()); + fbo.clear(DEPTH_BUFFER_BIT); + renderable.render("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); + + const double *matrix = light_matrix.data(); // Has side effect of changing the current unit depth_buf.bind_to(unit); diff --git a/source/shadowmap.h b/source/shadowmap.h index 986e0d96..aeabaeb1 100644 --- a/source/shadowmap.h +++ b/source/shadowmap.h @@ -25,12 +25,14 @@ private: unsigned size; const Light &light; mutable Framebuffer fbo; + mutable Matrix light_matrix; unsigned unit; Texture2D depth_buf; Vector3 target; float radius; float depth_bias; ProgramData shdata; + mutable bool rendered; public: ShadowMap(unsigned, const Renderable &, const Light &); @@ -56,6 +58,9 @@ public: The default is texture unit 3. */ void set_texture_unit(unsigned); + virtual void setup_frame() const; + virtual void finish_frame() const; + virtual void render(Renderer &, const Tag &) const; }; -- 2.43.0