#include <cstdlib>
#include "camera.h"
#include "light.h"
-#include "matrix.h"
-#include "misc.h"
#include "renderer.h"
#include "scene.h"
#include "shadowmap.h"
#include "tests.h"
-#include "texunit.h"
using namespace std;
namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
Effect(r),
size(s),
light(l),
depth_bias = b;
}
-void ShadowMap::setup_frame() const
+void ShadowMap::setup_frame(Renderer &renderer)
{
if(rendered)
return;
rendered = true;
- renderable.setup_frame();
+ renderable.setup_frame(renderer);
Camera camera;
const Vector4 &lpos = light.get_position();
Bind bind_depth(DepthTest::lequal());
fbo.clear(DEPTH_BUFFER_BIT);
- Renderer renderer(&camera);
- renderable.render(renderer, "shadow");
+ Renderer::Push push(renderer);
+ renderer.set_camera(camera);
+
+ renderer.render(renderable, "shadow");
}
-void ShadowMap::finish_frame() const
+void ShadowMap::finish_frame()
{
renderable.finish_frame();
rendered = false;