15 ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
19 sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
24 ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
28 sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
33 void ShadowMap::init(unsigned s)
40 depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
41 fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
42 fbo.require_complete();
44 depth_test.enabled = true;
45 depth_test.compare = LEQUAL;
48 shdata.uniform("shd_world_matrix", Matrix());
51 void ShadowMap::set_target(const Vector3 &t, float r)
57 void ShadowMap::set_darkness(float d)
60 throw invalid_argument("ShadowMap::set_darkness");
62 shdata.uniform("shadow_darkness", d);
65 void ShadowMap::set_depth_bias(float b)
68 throw invalid_argument("ShadowMap::set_depth_bias");
73 void ShadowMap::setup_frame(Renderer &renderer)
79 renderable.setup_frame(renderer);
80 shadow_caster.setup_frame(renderer);
82 shadow_camera.set_object_matrix(*light.get_matrix());
83 shadow_camera.set_position(target);
84 // TODO support point and spot lights with a frustum projection.
85 // Omnidirectional lights also need a cube shadow map.
86 shadow_camera.set_orthographic(radius*2, radius*2);
87 shadow_camera.set_depth_clip(-radius, radius);
89 shadow_matrix = shadow_camera.get_object_matrix();
90 shadow_matrix.scale(radius*2, radius*2, -radius*2);
91 shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
92 shadow_matrix.invert();
94 shdata.uniform("shd_world_matrix", shadow_matrix);
96 BindRestore bind_fbo(fbo);
97 fbo.clear(DEPTH_BUFFER_BIT);
99 Renderer::Push push(renderer);
100 renderer.set_camera(shadow_camera);
101 renderer.set_depth_test(&depth_test);
103 renderer.render(shadow_caster);
106 void ShadowMap::finish_frame()
111 renderable.finish_frame();
115 void ShadowMap::render(Renderer &renderer, Tag tag) const
117 if(!enabled_passes.count(tag))
118 return renderer.render(renderable, tag);
120 Renderer::Push _push_rend(renderer);
122 renderer.set_texture("shadow_map", &depth_buf, &sampler);
123 renderer.add_shader_data(shdata);
124 renderer.render(renderable, tag);
127 void ShadowMap::set_debug_name(const std::string &name)
130 fbo.set_debug_name(name+" [FBO]");
131 shadow_camera.set_debug_name(name+".camera");
132 depth_buf.set_debug_name(name+"/depth.tex2d");
133 shdata.set_debug_name(name+" [UBO]");