ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
Effect(r),
+ size(s),
light(l),
shadow_caster(c),
- sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp")),
+ radius(1),
+ depth_bias(4),
+ rendered(false)
{
- init(s);
-}
-
-ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
- Effect(r),
- light(l),
- shadow_caster(r),
- sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
-{
- init(s);
-}
-
-void ShadowMap::init(unsigned s)
-{
- size = s;
- radius = 1;
- depth_bias = 4;
- 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;
shdata.uniform("shd_world_matrix", shadow_matrix);
- BindRestore bind_fbo(fbo);
- 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);