-#include <cmath>
-#include <cstdlib>
-#include "camera.h"
#include "light.h"
#include "renderer.h"
#include "resources.h"
-#include "scene.h"
#include "shadowmap.h"
-#include "tests.h"
using namespace std;
namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l, Renderable &c):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
Effect(r),
+ size(s),
light(l),
shadow_caster(c),
- sampler(resources.get<Sampler>("_linear_clamp_shadow.samp"))
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp")),
+ radius(1),
+ depth_bias(4),
+ rendered(false)
{
- init(s);
-}
-
-ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l):
- Effect(r),
- light(l),
- shadow_caster(r),
- sampler(resources.get<Sampler>("_linear_clamp_shadow.samp"))
-{
- init(s);
-}
-
-void ShadowMap::init(unsigned s)
-{
- size = s;
- radius = 1;
- depth_bias = 4;
- rendered = false;
-
depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
+ fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- fbo.require_complete();
- set_darkness(0.7);
+ set_darkness(1.0f);
+ shdata.uniform("shd_world_matrix", Matrix());
}
void ShadowMap::set_target(const Vector3 &t, float r)
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);
+ shdata.uniform("shd_world_matrix", shadow_matrix);
Renderer::Push push(renderer);
+ renderer.set_framebuffer(&fbo);
renderer.set_camera(shadow_camera);
renderer.render(shadow_caster);
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
- 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::Push _push_rend(renderer);
renderer.set_texture("shadow_map", &depth_buf, &sampler);
renderer.render(renderable, tag);
}
+void ShadowMap::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ fbo.set_debug_name(name+" [FBO]");
+ shadow_camera.set_debug_name(name+".camera");
+ depth_buf.set_debug_name(name+"/depth.tex2d");
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
+
} // namespace GL
} // namespace Msp