rendered = false;
}
-void ShadowMap::render(Renderer &renderer, const Tag &tag) const
+void ShadowMap::render(Renderer &renderer, Tag tag) const
{
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
- Renderer::Push _push_rend(renderer);
-
- unsigned unit = renderer.allocate_effect_texunit();
- int iunit = unit;
- shdata.uniform("shadow_map", iunit);
-
- Bind _bind_sampler(sampler, unit);
- Bind _bind_depth(depth_buf, unit);
-
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. */
else
shdata.uniform("shd_eye_matrix", shadow_matrix);
+ Renderer::Push _push_rend(renderer);
+
+ renderer.set_texture("shadow_map", &depth_buf, &sampler);
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);
}