namespace GL {
class Light;
+class Resources;
class Scene;
/**
Framebuffer fbo;
Matrix shadow_matrix;
Texture2D depth_buf;
- RefPtr<Sampler> sampler;
+ const Sampler &sampler;
Vector3 target;
float radius;
float depth_bias;
mutable ProgramData shdata;
bool rendered;
- static WeakPtr<Sampler> shadow_sampler;
-
public:
- ShadowMap(unsigned, Renderable &, const Light &);
+ ShadowMap(Resources &, unsigned, Renderable &, const Light &);
/** Sets the ShadowMap target point and radius. The transformation matrix is
computed so that a sphere with the specified parameters will be completely