X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;fp=source%2Fshadowmap.cpp;h=bd87d26208989b9d2c59308d80b1494a9137e1b0;hp=737423f7ff3687fd5e6c95870f2ad854623128c5;hb=5012c1bd8e58d7c2cfc16b7703e4bca11144b060;hpb=a8c9bac7217e1750ce7578600429d16e8010d8b1 diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 737423f7..bd87d262 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -1,5 +1,6 @@ #include #include +#include "camera.h" #include "light.h" #include "matrix.h" #include "misc.h" @@ -108,6 +109,11 @@ void ShadowMap::setup_frame() const MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); MatrixStack::modelview() = view_matrix; + shadow_matrix = light_matrix; + shadow_matrix.scale(radius*2, radius*2, -radius*2); + shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5); + shadow_matrix.invert(); + Bind bind_fbo(fbo, true); Bind bind_depth(DepthTest::lequal()); fbo.clear(DEPTH_BUFFER_BIT); @@ -125,19 +131,22 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const if(!enabled_passes.count(tag)) return renderer.render(renderable, tag); - const float *matrix = view_matrix.data(); - - // Has side effect of changing the current unit depth_buf.bind_to(unit); - float diam = radius*2; TexGen tg_s, tg_t, tg_r; - tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f)); - tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f)); - tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size)); + tg_s.set_plane(Vector4(shadow_matrix(0, 0), shadow_matrix(0, 1), shadow_matrix(0, 2), shadow_matrix(0, 3))); + tg_t.set_plane(Vector4(shadow_matrix(1, 0), shadow_matrix(1, 1), shadow_matrix(1, 2), shadow_matrix(1, 3))); + tg_r.set_plane(Vector4(shadow_matrix(2, 0), shadow_matrix(2, 1), shadow_matrix(2, 2), shadow_matrix(2, 3))); tg_s.bind_to(unit, SCOORD); tg_t.bind_to(unit, TCOORD); tg_r.bind_to(unit, RCOORD); + 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.add_shader_data(shdata); renderer.render(renderable, tag);