#include "light.h"
#include "matrix.h"
#include "misc.h"
-#include "projection.h"
#include "scene.h"
#include "shadowmap.h"
#include "texunit.h"
depth_buf.set_compare_enabled(true);
depth_buf.set_compare_func(LEQUAL);
depth_buf.set_wrap(CLAMP_TO_EDGE);
- depth_buf.storage(DEPTH_COMPONENT, size, size, 0);
- depth_buf.image(0, DEPTH_COMPONENT, UNSIGNED_BYTE, 0);
+ depth_buf.storage(DEPTH_COMPONENT, size, size);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
}
matrix[15] = 1;
{
- matrix_mode(PROJECTION);
- push_matrix();
- load_identity();
- ortho(-radius, radius, -radius, radius, -radius, radius);
- matrix_mode(MODELVIEW);
- push_matrix();
- load_matrix(matrix);
+ MatrixStack::Push push_mv(MatrixStack::modelview());
+ MatrixStack::Push push_proj(MatrixStack::projection());
+
+ MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
+ MatrixStack::modelview() = matrix;
Bind bind_fbo(fbo, true);
fbo.clear(DEPTH_BUFFER_BIT);
scene.render("shadow");
-
- matrix_mode(PROJECTION);
- pop_matrix();
- matrix_mode(MODELVIEW);
- pop_matrix();
}
depth_buf.bind_to(unit);