#include "camera.h"
#include "light.h"
#include "renderer.h"
+#include "resources.h"
#include "scene.h"
#include "shadowmap.h"
#include "tests.h"
namespace Msp {
namespace GL {
-WeakPtr<Sampler> ShadowMap::shadow_sampler;
-
-ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
+ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l):
Effect(r),
size(s),
light(l),
+ sampler(resources.get<Sampler>("_linear_clamp_shadow.samp")),
radius(1),
depth_bias(4),
rendered(false)
{
- sampler = shadow_sampler;
- if(!sampler)
- {
- sampler = new Sampler;
- sampler->set_filter(LINEAR);
- sampler->set_compare(LEQUAL);
- sampler->set_wrap(CLAMP_TO_EDGE);
- shadow_sampler = sampler;
- }
depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
fbo.require_complete();
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);
}