namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l, Renderable &c):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
Effect(r),
light(l),
shadow_caster(c),
- sampler(resources.get<Sampler>("_linear_clamp_shadow.samp"))
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
{
init(s);
}
-ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
Effect(r),
light(l),
shadow_caster(r),
- sampler(resources.get<Sampler>("_linear_clamp_shadow.samp"))
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
{
init(s);
}
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
fbo.require_complete();
- set_darkness(0.7);
+ set_darkness(1.0f);
+ shdata.uniform("shd_world_matrix", Matrix());
}
void ShadowMap::set_target(const Vector3 &t, float r)
shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
shadow_matrix.invert();
+ shdata.uniform("shd_world_matrix", shadow_matrix);
+
BindRestore bind_fbo(fbo);
Bind bind_depth(DepthTest::lequal());
fbo.clear(DEPTH_BUFFER_BIT);
void ShadowMap::finish_frame()
{
- renderable.finish_frame();
- rendered = false;
+ if(rendered)
+ {
+ rendered = false;
+ renderable.finish_frame();
+ }
}
void ShadowMap::render(Renderer &renderer, Tag tag) const
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
- 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. */
- shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix());
- else
- shdata.uniform("shd_eye_matrix", shadow_matrix);
-
Renderer::Push _push_rend(renderer);
renderer.set_texture("shadow_map", &depth_buf, &sampler);