tavli

diff src/shadow.cc @ 18:986c0b76513f

shadows, not completed
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 29 Jun 2015 01:29:36 +0300
parents
children 37dead56f01e
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/shadow.cc	Mon Jun 29 01:29:36 2015 +0300
     1.3 @@ -0,0 +1,108 @@
     1.4 +#include <assert.h>
     1.5 +#include "opengl.h"
     1.6 +#include "shadow.h"
     1.7 +#include "vmath/vmath.h"
     1.8 +
     1.9 +static int tex_sz, prev_vp[4];
    1.10 +static unsigned int fbo, depth_tex, rb_color;
    1.11 +static Matrix4x4 shadow_mat;
    1.12 +
    1.13 +bool init_shadow(int sz)
    1.14 +{
    1.15 +	if(!glcaps.fbo) {
    1.16 +		return true;
    1.17 +	}
    1.18 +
    1.19 +	tex_sz = sz;
    1.20 +
    1.21 +	glGenFramebuffers(1, &fbo);
    1.22 +	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    1.23 +
    1.24 +	glGenTextures(1, &depth_tex);
    1.25 +	glBindTexture(GL_TEXTURE_2D, depth_tex);
    1.26 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    1.27 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    1.28 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    1.29 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    1.30 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
    1.31 +	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, tex_sz, tex_sz, 0,
    1.32 +			GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
    1.33 +	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_tex, 0);
    1.34 +
    1.35 +	assert(glGetError() == GL_NO_ERROR);
    1.36 +
    1.37 +	glDrawBuffer(GL_FALSE);
    1.38 +	glReadBuffer(GL_FALSE);
    1.39 +
    1.40 +	if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
    1.41 +		fprintf(stderr, "incomplete framebuffer\n");
    1.42 +		return false;
    1.43 +	}
    1.44 +
    1.45 +	glBindFramebuffer(GL_FRAMEBUFFER, 0);
    1.46 +	glDrawBuffer(GL_BACK);
    1.47 +	glReadBuffer(GL_BACK);
    1.48 +	assert(glGetError() == GL_NO_ERROR);
    1.49 +
    1.50 +	return true;
    1.51 +}
    1.52 +
    1.53 +void destroy_shadow()
    1.54 +{
    1.55 +	glDeleteTextures(1, &depth_tex);
    1.56 +	glDeleteRenderbuffers(1, &rb_color);
    1.57 +	glDeleteFramebuffers(1, &fbo);
    1.58 +}
    1.59 +
    1.60 +void begin_shadow_pass(const Vector3 &lpos, const Vector3 &ltarg, float lfov)
    1.61 +{
    1.62 +	Matrix4x4 viewmat, projmat;
    1.63 +
    1.64 +	glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT);
    1.65 +	glDisable(GL_LIGHTING);
    1.66 +	glColorMask(0, 0, 0, 0);
    1.67 +	glDepthMask(1);
    1.68 +
    1.69 +	projmat.set_perspective(DEG_TO_RAD(lfov) * 2.0, 1.0, 0.5, 500.0);
    1.70 +	viewmat.set_lookat(lpos, ltarg, Vector3(0, 1, 0));
    1.71 +	shadow_mat = viewmat * projmat;
    1.72 +
    1.73 +	glMatrixMode(GL_PROJECTION);
    1.74 +	glPushMatrix();
    1.75 +	glLoadTransposeMatrixf(projmat[0]);
    1.76 +	glMatrixMode(GL_MODELVIEW);
    1.77 +	glPushMatrix();
    1.78 +	glLoadTransposeMatrixf(viewmat[0]);
    1.79 +
    1.80 +	glGetIntegerv(GL_VIEWPORT, prev_vp);
    1.81 +	glViewport(0, 0, tex_sz, tex_sz);
    1.82 +
    1.83 +	glCullFace(GL_FRONT);
    1.84 +	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    1.85 +}
    1.86 +
    1.87 +
    1.88 +void end_shadow_pass()
    1.89 +{
    1.90 +	glBindFramebuffer(GL_FRAMEBUFFER, 0);
    1.91 +	glCullFace(GL_BACK);
    1.92 +
    1.93 +	glViewport(prev_vp[0], prev_vp[1], prev_vp[2], prev_vp[3]);
    1.94 +
    1.95 +	glMatrixMode(GL_PROJECTION);
    1.96 +	glPopMatrix();
    1.97 +	glMatrixMode(GL_MODELVIEW);
    1.98 +	glPopMatrix();
    1.99 +
   1.100 +	glPopAttrib();
   1.101 +}
   1.102 +
   1.103 +Matrix4x4 get_shadow_matrix()
   1.104 +{
   1.105 +	return shadow_mat;
   1.106 +}
   1.107 +
   1.108 +unsigned int get_shadow_tex()
   1.109 +{
   1.110 +	return depth_tex;
   1.111 +}