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forked from 0ad/0ad

Replace old shadow matrix calculation; the sun really is a parallel light

source now.

This was SVN commit r3488.
This commit is contained in:
prefect 2006-02-11 00:26:40 +00:00
parent 21f8f8555e
commit 66c9c1fbf5
4 changed files with 165 additions and 335 deletions

View File

@ -587,9 +587,8 @@ void CRenderer::BeginFrame()
// init per frame stuff
m_ShadowRendered=false;
m_ShadowBound.SetEmpty();
m->shadow->SetCameraAndLight(m_CullCamera, m_LightEnv->m_SunDir);
m->shadow->SetupFrame(m_CullCamera, m_LightEnv->m_SunDir);
}
//////////////////////////////////////////////////////////////////////////////////////////
@ -606,7 +605,6 @@ void CRenderer::RenderShadowMap()
{
PROFILE( "render shadow map" );
m->shadow->SetupFrame(m_ShadowBound);
m->shadow->BeginRender();
// TODO HACK fold this into ShadowMap
@ -849,6 +847,7 @@ void CRenderer::FlushFrame()
{
MICROLOG(L"display frustum");
DisplayFrustum();
m->shadow->RenderDebugDisplay();
oglCheck();
}
@ -905,21 +904,13 @@ void CRenderer::DisplayFrustum()
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(255,255,255,64);
m_CullCamera.Render(2);
// glColor4ub(255,0,0,64);
// m_ShadowBound.Render();
glDisable(GL_BLEND);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3ub(255,255,255);
m_CullCamera.Render(2);
// glColor3ub(255,0,0);
// m_ShadowBound.Render();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
m->shadow->RenderDebugDisplay();
glEnable(GL_CULL_FACE);
glDepthMask(1);
}
@ -958,7 +949,6 @@ void CRenderer::Submit(CModel* model)
{
if (model->GetFlags() & MODELFLAG_CASTSHADOWS) {
PROFILE( "updating shadow bounds" );
m_ShadowBound += model->GetBounds();
m->shadow->AddShadowedBound(model->GetBounds());
}

View File

@ -360,8 +360,6 @@ protected:
Handle m_hCompositeAlphaMap;
// per-frame flag: has the shadow map been rendered this frame?
bool m_ShadowRendered;
// object space bound of shadow casting objects
CBound m_ShadowBound;
// coordinates of each (untransformed) alpha map within the packed texture
struct {
float u0,u1,v0,v1;

View File

@ -34,28 +34,24 @@ struct ShadowMapInternals
GLuint Texture;
// width, height of shadow map
u32 Width, Height;
// object space bound of shadow casting objects
CBound m_ShadowBound;
// project light space into projected light space
// transform light space into projected light space
// in projected light space, the shadowbound box occupies the [-1..1] cube
// calculated on BeginRender, after the final shadow bounds are known
CMatrix3D LightProjection;
// transform world space into light space
// Transform world space into light space; calculated on SetupFrame
CMatrix3D LightTransform;
// transform world space into texture space
// Transform world space into texture space of the shadow map;
// calculated on BeginRender, after the final shadow bounds are known
CMatrix3D TextureMatrix;
// transform world space into light space
CMatrix3D NewLightTransform;
// transform light space into world space
CMatrix3D InvLightTransform;
// bounding box of shadowed objects in light space
CBound NewShadowBound;
CBound ShadowBound;
// Helper functions
void BuildTransformation(
const CVector3D& pos,const CVector3D& right,const CVector3D& up,
const CVector3D& dir,CMatrix3D& result);
void ConstructLightTransform(const CVector3D& pos,const CVector3D& dir,CMatrix3D& result);
void CalcShadowMatrices(const CBound& bound);
void CalcShadowMatrices();
void CreateTexture();
};
@ -78,8 +74,11 @@ ShadowMap::~ShadowMap()
//////////////////////////////////////////////////////////////////////////////
// SetCameraAndLight: camera and light direction for this frame
void ShadowMap::SetCameraAndLight(const CCamera& camera, const CVector3D& lightdir)
void ShadowMap::SetupFrame(const CCamera& camera, const CVector3D& lightdir)
{
if (!m->Texture)
m->CreateTexture();
CVector3D z = lightdir;
CVector3D y;
CVector3D x = camera.m_Orientation.GetIn();
@ -98,32 +97,32 @@ void ShadowMap::SetCameraAndLight(const CCamera& camera, const CVector3D& lightd
y = z.Cross(x);
// X axis perpendicular to light direction, flowing along with view direction
m->NewLightTransform._11 = x.X;
m->NewLightTransform._12 = x.Y;
m->NewLightTransform._13 = x.Z;
m->LightTransform._11 = x.X;
m->LightTransform._12 = x.Y;
m->LightTransform._13 = x.Z;
// Y axis perpendicular to light and view direction
m->NewLightTransform._21 = y.X;
m->NewLightTransform._22 = y.Y;
m->NewLightTransform._23 = y.Z;
m->LightTransform._21 = y.X;
m->LightTransform._22 = y.Y;
m->LightTransform._23 = y.Z;
// Z axis is in direction of light
m->NewLightTransform._31 = z.X;
m->NewLightTransform._32 = z.Y;
m->NewLightTransform._33 = z.Z;
m->LightTransform._31 = z.X;
m->LightTransform._32 = z.Y;
m->LightTransform._33 = z.Z;
// eye is at the origin of the coordinate system
m->NewLightTransform._14 = -x.Dot(eyepos);
m->NewLightTransform._24 = -y.Dot(eyepos);
m->NewLightTransform._34 = -z.Dot(eyepos);
m->LightTransform._14 = -x.Dot(eyepos);
m->LightTransform._24 = -y.Dot(eyepos);
m->LightTransform._34 = -z.Dot(eyepos);
m->NewLightTransform._41 = 0.0;
m->NewLightTransform._42 = 0.0;
m->NewLightTransform._43 = 0.0;
m->NewLightTransform._44 = 1.0;
m->LightTransform._41 = 0.0;
m->LightTransform._42 = 0.0;
m->LightTransform._43 = 0.0;
m->LightTransform._44 = 1.0;
m->NewLightTransform.GetInverse(m->InvLightTransform);
m->NewShadowBound.SetEmpty();
m->LightTransform.GetInverse(m->InvLightTransform);
m->ShadowBound.SetEmpty();
}
@ -134,308 +133,91 @@ void ShadowMap::AddShadowedBound(const CBound& bounds)
{
CBound lightspacebounds;
bounds.Transform(m->NewLightTransform, lightspacebounds);
m->NewShadowBound += lightspacebounds;
bounds.Transform(m->LightTransform, lightspacebounds);
m->ShadowBound += lightspacebounds;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////
// BuildTransformation: build transformation matrix from a position and standard basis vectors
// TODO: Shouldn't this be part of CMatrix3D?
void ShadowMapInternals::BuildTransformation(
const CVector3D& pos,const CVector3D& right,const CVector3D& up,
const CVector3D& dir,CMatrix3D& result)
{
// build basis
result._11=right.X;
result._12=right.Y;
result._13=right.Z;
result._14=0;
result._21=up.X;
result._22=up.Y;
result._23=up.Z;
result._24=0;
result._31=dir.X;
result._32=dir.Y;
result._33=dir.Z;
result._34=0;
result._41=0;
result._42=0;
result._43=0;
result._44=1;
CMatrix3D trans;
trans.SetTranslation(-pos.X,-pos.Y,-pos.Z);
result=result*trans;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// ConstructLightTransform: build transformation matrix for light at given position casting in
// given direction
void ShadowMapInternals::ConstructLightTransform(const CVector3D& pos,const CVector3D& dir,CMatrix3D& result)
{
CVector3D right,up;
CVector3D viewdir = g_Renderer.GetCullCamera().m_Orientation.GetIn();
if (fabs(dir.Y)>0.01f) {
up=CVector3D(viewdir.X,(-dir.Z*viewdir.Z-dir.X*dir.X)/dir.Y,viewdir.Z);
} else {
up=CVector3D(0,0,1);
}
up.Normalize();
right=dir.Cross(up);
right.Normalize();
BuildTransformation(pos,right,up,dir,result);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// CalcShadowMatrices: calculate required matrices for shadow map generation - the light's
// projection and transformation matrices
void ShadowMapInternals::CalcShadowMatrices(const CBound& bounds)
void ShadowMapInternals::CalcShadowMatrices()
{
const CLightEnv& lightenv = g_Renderer.GetLightEnv();
const CCamera& camera = g_Renderer.GetCullCamera();
int i;
CRenderer& renderer = g_Renderer;
// get centre of bounds
CVector3D centre;
bounds.GetCentre(centre);
// Setup orthogonal projection (lightspace -> clip space) for shadowmap rendering
CVector3D scale = ShadowBound[1] - ShadowBound[0];
CVector3D shift = (ShadowBound[1] + ShadowBound[0]) * -0.5;
// get sunlight direction
// ??? RC more optimal light placement?
CVector3D lightpos=centre-(lightenv.m_SunDir * 1000);
if (scale.X < 1.0)
scale.X = 1.0;
if (scale.Y < 1.0)
scale.Y = 1.0;
if (scale.Z < 1.0)
scale.Z = 1.0;
// make light transformation matrix
ConstructLightTransform(lightpos, lightenv.m_SunDir, LightTransform);
// transform shadow bounds to light space, calculate near and far bounds
CVector3D vp[8];
LightTransform.Transform(CVector3D(bounds[0].X,bounds[0].Y,bounds[0].Z),vp[0]);
LightTransform.Transform(CVector3D(bounds[1].X,bounds[0].Y,bounds[0].Z),vp[1]);
LightTransform.Transform(CVector3D(bounds[0].X,bounds[1].Y,bounds[0].Z),vp[2]);
LightTransform.Transform(CVector3D(bounds[1].X,bounds[1].Y,bounds[0].Z),vp[3]);
LightTransform.Transform(CVector3D(bounds[0].X,bounds[0].Y,bounds[1].Z),vp[4]);
LightTransform.Transform(CVector3D(bounds[1].X,bounds[0].Y,bounds[1].Z),vp[5]);
LightTransform.Transform(CVector3D(bounds[0].X,bounds[1].Y,bounds[1].Z),vp[6]);
LightTransform.Transform(CVector3D(bounds[1].X,bounds[1].Y,bounds[1].Z),vp[7]);
float left=vp[0].X;
float right=vp[0].X;
float top=vp[0].Y;
float bottom=vp[0].Y;
float znear=vp[0].Z;
float zfar=vp[0].Z;
for (i=1;i<8;i++) {
if (vp[i].X<left) left=vp[i].X;
else if (vp[i].X>right) right=vp[i].X;
if (vp[i].Y<bottom) bottom=vp[i].Y;
else if (vp[i].Y>top) top=vp[i].Y;
if (vp[i].Z<znear) znear=vp[i].Z;
else if (vp[i].Z>zfar) zfar=vp[i].Z;
}
// shift near and far clip planes slightly to avoid artifacts with points
// exactly on the clip planes
znear=(znear<camera.GetNearPlane()+0.01f) ? camera.GetNearPlane() : znear-0.01f;
zfar+=0.01f;
scale.X = 2.0 / scale.X;
scale.Y = 2.0 / scale.Y;
scale.Z = 2.0 / scale.Z;
LightProjection.SetZero();
LightProjection._11=2/(right-left);
LightProjection._22=2/(top-bottom);
LightProjection._33=2/(zfar-znear);
LightProjection._14=-(right+left)/(right-left);
LightProjection._24=-(top+bottom)/(top-bottom);
LightProjection._34=-(zfar+znear)/(zfar-znear);
LightProjection._44=1;
LightProjection._11 = scale.X;
LightProjection._14 = shift.X * scale.X;
LightProjection._22 = scale.Y;
LightProjection._24 = shift.Y * scale.Y;
LightProjection._33 = scale.Z;
LightProjection._34 = shift.Z * scale.Z;
LightProjection._44 = 1.0;
// calculate texture matrix
CMatrix3D tmp2;
CMatrix3D texturematrix;
float dx=0.5f*float(g_Renderer.GetWidth())/float(Width);
float dy=0.5f*float(g_Renderer.GetHeight())/float(Height);
TextureMatrix.SetTranslation(dx,dy,0); // transform (-0.5, 0.5) to (0,1) - texture space
tmp2.SetScaling(dx,dy,0); // scale (-1,1) to (-0.5,0.5)
TextureMatrix = TextureMatrix*tmp2;
// Calculate texture matrix by creating the clip space to texture coordinate matrix
// and then concatenating all matrices that have been calculated so far
CMatrix3D clipToTex;
float texscalex = 0.5 * (float)renderer.GetWidth() / (float)Width;
float texscaley = 0.5 * (float)renderer.GetHeight() / (float)Height;
TextureMatrix = TextureMatrix * LightProjection; // transform light -> projected light space (-1 to 1)
TextureMatrix = TextureMatrix * LightTransform; // transform world -> light space
clipToTex.SetZero();
clipToTex._11 = texscalex;
clipToTex._14 = texscalex;
clipToTex._22 = texscaley;
clipToTex._24 = texscaley;
clipToTex._33 = 0.5; // translate -1..1 clip space Z values to tex Z values
clipToTex._34 = 0.5;
clipToTex._44 = 1.0;
#if 0
#if 0
// TODO, RC - trim against frustum?
// get points of view frustum in world space
CVector3D frustumPts[8];
m_Camera.GetFrustumPoints(frustumPts);
// transform to light space
for (i=0;i<8;i++) {
m_LightTransform.Transform(frustumPts[i],vp[i]);
}
float left1=vp[0].X;
float right1=vp[0].X;
float top1=vp[0].Y;
float bottom1=vp[0].Y;
float znear1=vp[0].Z;
float zfar1=vp[0].Z;
for (int i=1;i<8;i++) {
if (vp[i].X<left1) left1=vp[i].X;
else if (vp[i].X>right1) right1=vp[i].X;
if (vp[i].Y<bottom1) bottom1=vp[i].Y;
else if (vp[i].Y>top1) top1=vp[i].Y;
if (vp[i].Z<znear1) znear1=vp[i].Z;
else if (vp[i].Z>zfar1) zfar1=vp[i].Z;
}
left=max(left,left1);
right=min(right,right1);
top=min(top,top1);
bottom=max(bottom,bottom1);
znear=max(znear,znear1);
zfar=min(zfar,zfar1);
#endif
// experimental stuff, do not use ..
// TODO, RC - desperately need to improve resolution here if we're using shadow maps; investigate
// feasibility of PSMs
// transform light space bounds to image space - TODO, RC: safe to just use 3d transform here?
CVector4D vph[8];
for (i=0;i<8;i++) {
CVector4D tmp(vp[i].X,vp[i].Y,vp[i].Z,1.0f);
m_LightProjection.Transform(tmp,vph[i]);
vph[i][0]/=vph[i][2];
vph[i][1]/=vph[i][2];
}
// find the two points furthest apart
int p0,p1;
float maxdistsqrd=-1;
for (i=0;i<8;i++) {
for (int j=i+1;j<8;j++) {
float dx=vph[i][0]-vph[j][0];
float dy=vph[i][1]-vph[j][1];
float distsqrd=dx*dx+dy*dy;
if (distsqrd>maxdistsqrd) {
p0=i;
p1=j;
maxdistsqrd=distsqrd;
}
}
}
// now we want to rotate the camera such that the longest axis lies the diagonal at 45 degrees -
// get angle between points
float angle=atan2(vph[p0][1]-vph[p1][1],vph[p0][0]-vph[p1][0]);
float rotation=-angle;
// build rotation matrix
CQuaternion quat;
quat.FromAxisAngle(lightdir,rotation);
CMatrix3D m;
quat.ToMatrix(m);
// rotate up vector by given rotation
CVector3D up(m_LightTransform._21,m_LightTransform._22,m_LightTransform._23);
up=m.Rotate(up);
up.Normalize(); // TODO, RC - required??
// rebuild right vector
CVector3D rightvec;
rightvec=lightdir.Cross(up);
rightvec.Normalize();
BuildTransformation(lightpos,rightvec,up,lightdir,m_LightTransform);
// retransform points
m_LightTransform.Transform(CVector3D(bounds[0].X,bounds[0].Y,bounds[0].Z),vp[0]);
m_LightTransform.Transform(CVector3D(bounds[1].X,bounds[0].Y,bounds[0].Z),vp[1]);
m_LightTransform.Transform(CVector3D(bounds[0].X,bounds[1].Y,bounds[0].Z),vp[2]);
m_LightTransform.Transform(CVector3D(bounds[1].X,bounds[1].Y,bounds[0].Z),vp[3]);
m_LightTransform.Transform(CVector3D(bounds[0].X,bounds[0].Y,bounds[1].Z),vp[4]);
m_LightTransform.Transform(CVector3D(bounds[1].X,bounds[0].Y,bounds[1].Z),vp[5]);
m_LightTransform.Transform(CVector3D(bounds[0].X,bounds[1].Y,bounds[1].Z),vp[6]);
m_LightTransform.Transform(CVector3D(bounds[1].X,bounds[1].Y,bounds[1].Z),vp[7]);
// recalculate projection
left=vp[0].X;
right=vp[0].X;
top=vp[0].Y;
bottom=vp[0].Y;
znear=vp[0].Z;
zfar=vp[0].Z;
for (i=1;i<8;i++) {
if (vp[i].X<left) left=vp[i].X;
else if (vp[i].X>right) right=vp[i].X;
if (vp[i].Y<bottom) bottom=vp[i].Y;
else if (vp[i].Y>top) top=vp[i].Y;
if (vp[i].Z<znear) znear=vp[i].Z;
else if (vp[i].Z>zfar) zfar=vp[i].Z;
}
// shift near and far clip planes slightly to avoid artifacts with points
// exactly on the clip planes
znear-=0.01f;
zfar+=0.01f;
m_LightProjection.SetZero();
m_LightProjection._11=2/(right-left);
m_LightProjection._22=2/(top-bottom);
m_LightProjection._33=2/(zfar-znear);
m_LightProjection._14=-(right+left)/(right-left);
m_LightProjection._24=-(top+bottom)/(top-bottom);
m_LightProjection._34=-(zfar+znear)/(zfar-znear);
m_LightProjection._44=1;
#endif
TextureMatrix = clipToTex * LightProjection * LightTransform;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Prepare for the next frame: Matrix calculations and texture creation if necessary
void ShadowMap::SetupFrame(const CBound& visibleBounds)
// Create the shadow map
void ShadowMapInternals::CreateTexture()
{
m->CalcShadowMatrices(visibleBounds);
if (Texture)
glDeleteTextures(1, &Texture);
if (!m->Texture)
{
// get shadow map size as next power of two up from view width and height
m->Width = g_Renderer.GetWidth();
m->Width = RoundUpToPowerOf2(m->Width);
m->Height = g_Renderer.GetHeight();
m->Height = RoundUpToPowerOf2(m->Height);
// get shadow map size as next power of two up from view width and height
Width = g_Renderer.GetWidth();
Width = RoundUpToPowerOf2(Width);
Height = g_Renderer.GetHeight();
Height = RoundUpToPowerOf2(Height);
// create texture object - initially filled with white, so clamp to edge clamps to correct color
glGenTextures(1, &m->Texture);
g_Renderer.BindTexture(0, m->Texture);
// create texture object
glGenTextures(1, &Texture);
g_Renderer.BindTexture(0, Texture);
u32 size = m->Width*m->Height;
u32* buf=new u32[size];
for (uint i=0;i<size;i++) buf[i]=0x00ffffff;
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,m->Width,m->Height,0,GL_RGBA,GL_UNSIGNED_BYTE,buf);
delete[] buf;
u32 size = Width*Height;
u32* buf=new u32[size];
for (uint i=0;i<size;i++) buf[i]=0x00ffffff;
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,Width,Height,0,GL_RGBA,GL_UNSIGNED_BYTE,buf);
delete[] buf;
// set texture parameters
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
// set texture parameters
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
@ -449,6 +231,9 @@ void ShadowMap::BeginRender()
int renderWidth = renderer.GetWidth();
int renderHeight = renderer.GetHeight();
// Calc remaining shadow matrices
m->CalcShadowMatrices();
// clear buffers
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
@ -505,6 +290,10 @@ const CMatrix3D& ShadowMap::GetTextureMatrix()
// - blue: objects in shadow
void ShadowMap::RenderDebugDisplay()
{
glDepthMask(0);
glDisable(GL_CULL_FACE);
// Render shadow bound
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMultMatrixf(&m->InvLightTransform._11);
@ -512,12 +301,12 @@ void ShadowMap::RenderDebugDisplay()
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(0,0,255,64);
m->NewShadowBound.Render();
m->ShadowBound.Render();
glDisable(GL_BLEND);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3ub(0,0,255);
m->NewShadowBound.Render();
m->ShadowBound.Render();
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, 0.0);
@ -529,6 +318,66 @@ void ShadowMap::RenderDebugDisplay()
glVertex3f(0.0, 50.0, 50.0);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPopMatrix();
#if 0
CMatrix3D InvTexTransform;
m->TextureMatrix.GetInverse(InvTexTransform);
// Render representative texture rectangle
glPushMatrix();
glMultMatrixf(&InvTexTransform._11);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(255,0,0,64);
glBegin(GL_QUADS);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
glVertex3f(1.0, 1.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
glEnd();
glDisable(GL_BLEND);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3ub(255,0,0);
glBegin(GL_QUADS);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
glVertex3f(1.0, 1.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPopMatrix();
#endif
// Render the shadow map
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, 1.0, 1.0, 0.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
g_Renderer.BindTexture(0, m->Texture);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex2f(0.2, 0.0);
glTexCoord2f(1.0, 1.0); glVertex2f(0.2, 0.2);
glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 0.2);
glEnd();
glEnable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glDepthMask(1);
}

View File

@ -34,12 +34,13 @@ public:
~ShadowMap();
/**
* SetCameraAndLight: Configure light space for the given camera and light direction
* SetupFrame: Configure light space for the given camera and light direction,
* create the shadow texture if necessary, etc.
*
* @param camera the camera that will be used for world rendering
* @param lightdir the direction of the (directional) sunlight
*/
void SetCameraAndLight(const CCamera& camera, const CVector3D& lightdir);
void SetupFrame(const CCamera& camera, const CVector3D& lightdir);
/**
* AddShadowedBound: Add the bounding box of an object that has to be shadowed.
@ -49,14 +50,6 @@ public:
*/
void AddShadowedBound(const CBound& bounds);
/**
* SetupFrame: Setup shadow map texture and matrices for this frame.
*
* @deprecated ???
* @param visibleBounds bound around objects that are visible on the screen
*/
void SetupFrame(const CBound& visibleBounds);
/**
* BeginRender: Set OpenGL state for rendering into the shadow map texture.
*