unsigned index;
Rect region;
Camera shadow_camera;
+ Renderable *shadow_caster;
};
unsigned width;
unsigned height;
const Lighting *lighting;
std::vector<ShadowedLight> lights;
- Renderable &shadow_caster;
Framebuffer fbo;
Texture2D depth_buf;
const Sampler &sampler;
bool rendered = false;
std::string debug_name;
- ShadowMap(unsigned, unsigned, Renderable &, const Lighting *, Renderable &);
+ ShadowMap(unsigned, unsigned, Renderable &, const Lighting *);
public:
ShadowMap(unsigned, Renderable &, const DirectionalLight &, Renderable &);
- ShadowMap(unsigned, unsigned, Renderable &, const Lighting &, Renderable &);
+ ShadowMap(unsigned, unsigned, Renderable &, const Lighting &);
- void add_light(const DirectionalLight &, unsigned);
+ void add_light(const DirectionalLight &, unsigned, Renderable &);
/** Sets the ShadowMap target point and radius. The transformation matrix is
computed so that a sphere with the specified parameters will be completely