#include "light.h"
#include "matrix.h"
#include "misc.h"
-#include "projection.h"
#include "scene.h"
#include "shadowmap.h"
#include "texunit.h"
depth_buf.set_compare_enabled(true);
depth_buf.set_compare_func(LEQUAL);
depth_buf.set_wrap(CLAMP_TO_EDGE);
- depth_buf.storage(DEPTH_COMPONENT, size, size, 0);
+ depth_buf.storage(DEPTH_COMPONENT, size, size);
depth_buf.image(0, DEPTH_COMPONENT, UNSIGNED_BYTE, 0);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- draw_buffer(NO_BUFFER);
- Framebuffer::unbind();
}
void ShadowMap::set_target(const Vector3 &t, float r)
matrix[15] = 1;
{
- matrix_mode(PROJECTION);
- push_matrix();
- load_identity();
- ortho(-radius, radius, -radius, radius, -radius, radius);
- matrix_mode(MODELVIEW);
- push_matrix();
- load_matrix(matrix);
-
- const Framebuffer *old_fbo = Framebuffer::current();
- fbo.bind();
- clear(DEPTH_BUFFER_BIT);
- scene.render("shadow");
+ MatrixStack::Push push_mv(MatrixStack::modelview());
+ MatrixStack::Push push_proj(MatrixStack::projection());
+
+ MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
+ MatrixStack::modelview() = matrix;
- matrix_mode(PROJECTION);
- pop_matrix();
- matrix_mode(MODELVIEW);
- pop_matrix();
- if(old_fbo)
- old_fbo->bind();
- else
- Framebuffer::unbind();
+ Bind bind_fbo(fbo, true);
+ fbo.clear(DEPTH_BUFFER_BIT);
+ scene.render("shadow");
}
depth_buf.bind_to(unit);