From a6c45f5cc50ea2ee2aecf8d4f3b69934e69c8f3f Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Tue, 28 Aug 2012 10:50:17 +0300 Subject: [PATCH] Provide the necessary uniforms from ShadowMap With the recent changes to the Effect and Renderer, it's finally possible to avoid the need to specify the shadow map texture unit everywhere, and get rid of the hardcoded gl_EyePlane* indices. --- source/program.cpp | 3 ++- source/shadowmap.cpp | 9 ++++++++- source/shadowmap.h | 2 ++ 3 files changed, 12 insertions(+), 2 deletions(-) diff --git a/source/program.cpp b/source/program.cpp index adbb5c4c..f1120667 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -17,6 +17,7 @@ namespace { const char *standard_vertex_src[] = { + "s", "uniform int shadow_unit;\n", "n", "attribute vec3 tangent;\n", "n", "attribute vec3 binormal;\n", "t|n", "varying vec2 v_texcoord;\n", @@ -46,7 +47,7 @@ const char *standard_vertex_src[] = "p|en", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n", "p|e!n", "\tv_eye_dir = eye_dir;\n", "t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n", - "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\n", + "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[shadow_unit], eye_pos), dot(gl_EyePlaneT[shadow_unit], eye_pos), dot(gl_EyePlaneR[shadow_unit], eye_pos));\n", "!lm", "\tv_color = gl_Color;\n", 0, "}", 0, 0 diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index a9edacfc..95ef8583 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -18,7 +18,6 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): Effect(r), size(s), light(l), - unit(3), radius(1) { depth_buf.set_min_filter(LINEAR); @@ -27,6 +26,8 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): depth_buf.set_wrap(CLAMP_TO_EDGE); depth_buf.storage(DEPTH_COMPONENT, size, size); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); + + set_texture_unit(3); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -38,6 +39,10 @@ void ShadowMap::set_target(const Vector3 &t, float r) void ShadowMap::set_texture_unit(unsigned u) { unit = u; + + int i = unit; + shdata.uniform("shadow", i); + shdata.uniform("shadow_unit", i); } void ShadowMap::render(Renderer &renderer, const Tag &tag) const @@ -119,6 +124,8 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const tg_r.bind_to(RCOORD); TexUnit::activate(0); + Renderer::Push _push_rend(renderer); + renderer.add_shader_data(shdata); renderable.render(renderer, tag); Texture::unbind_from(unit); diff --git a/source/shadowmap.h b/source/shadowmap.h index 11407462..af3cf6f7 100644 --- a/source/shadowmap.h +++ b/source/shadowmap.h @@ -3,6 +3,7 @@ #include "effect.h" #include "framebuffer.h" +#include "programdata.h" #include "texture2d.h" #include "vector.h" @@ -28,6 +29,7 @@ private: Texture2D depth_buf; Vector3 target; float radius; + ProgramData shdata; public: ShadowMap(unsigned, const Renderable &, const Light &); -- 2.43.0