#include "resources.h"
#include "scene.h"
#include "shadowmap.h"
-#include "tests.h"
using namespace std;
rendered = false;
depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
+ fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- fbo.require_complete();
+
+ depth_test.enabled = true;
+ depth_test.compare = LEQUAL;
set_darkness(1.0f);
shdata.uniform("shd_world_matrix", Matrix());
shdata.uniform("shd_world_matrix", shadow_matrix);
- BindRestore bind_fbo(fbo);
- Bind bind_depth(DepthTest::lequal());
- fbo.clear(DEPTH_BUFFER_BIT);
-
Renderer::Push push(renderer);
+ renderer.set_framebuffer(&fbo);
+ renderer.clear(DEPTH_BUFFER_BIT);
renderer.set_camera(shadow_camera);
+ renderer.set_depth_test(&depth_test);
renderer.render(shadow_caster);
}
renderer.render(renderable, tag);
}
+void ShadowMap::set_debug_name(const std::string &name)
+{
+#ifdef DEBUG
+ fbo.set_debug_name(name+" [FBO]");
+ shadow_camera.set_debug_name(name+".camera");
+ depth_buf.set_debug_name(name+"/depth.tex2d");
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
+
} // namespace GL
} // namespace Msp