#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();
int iunit = unit;
shdata.uniform("shadow_map", iunit);
- Bind _bind_sampler(*sampler, unit);
+ Bind _bind_sampler(sampler, unit);
Bind _bind_depth(depth_buf, unit);
if(const Camera *camera = renderer.get_camera())