#define MSP_GL_SHADOWMAP_H_
#include "camera.h"
+#include "depthtest.h"
#include "effect.h"
#include "framebuffer.h"
#include "programdata.h"
private:
unsigned size;
const Light &light;
+ Renderable &shadow_caster;
Framebuffer fbo;
Camera shadow_camera;
Matrix shadow_matrix;
Texture2D depth_buf;
+ DepthTest depth_test;
const Sampler &sampler;
Vector3 target;
float radius;
float depth_bias;
- mutable ProgramData shdata;
+ ProgramData shdata;
bool rendered;
public:
- ShadowMap(Resources &, unsigned, Renderable &, const Light &);
+ ShadowMap(unsigned, Renderable &, const Light &, Renderable &);
/** Sets the ShadowMap target point and radius. The transformation matrix is
computed so that a sphere with the specified parameters will be completely
virtual void finish_frame();
virtual void render(Renderer &, Tag = Tag()) const;
+
+ virtual void set_debug_name(const std::string &);
};
} // namespace GL