#include "scene.h"
#include "shadowmap.h"
#include "tests.h"
-#include "texgen.h"
#include "texunit.h"
using namespace std;
fbo.require_complete();
set_darkness(0.7);
- set_texture_unit(3);
}
void ShadowMap::set_target(const Vector3 &t, float r)
depth_bias = b;
}
-void ShadowMap::set_texture_unit(unsigned u)
-{
- unit = u;
-
- int i = unit;
- shdata.uniform("shadow", i);
- shdata.uniform("shadow_unit", i);
-}
-
void ShadowMap::setup_frame() const
{
if(rendered)
shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
shadow_matrix.invert();
- Bind bind_fbo(fbo, true);
+ BindRestore bind_fbo(fbo);
Bind bind_depth(DepthTest::lequal());
fbo.clear(DEPTH_BUFFER_BIT);
renderable.render("shadow");
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
- depth_buf.bind_to(unit);
- TexGen tg_s, tg_t, tg_r;
- tg_s.set_plane(Vector4(shadow_matrix(0, 0), shadow_matrix(0, 1), shadow_matrix(0, 2), shadow_matrix(0, 3)));
- tg_t.set_plane(Vector4(shadow_matrix(1, 0), shadow_matrix(1, 1), shadow_matrix(1, 2), shadow_matrix(1, 3)));
- tg_r.set_plane(Vector4(shadow_matrix(2, 0), shadow_matrix(2, 1), shadow_matrix(2, 2), shadow_matrix(2, 3)));
- tg_s.bind_to(unit, SCOORD);
- tg_t.bind_to(unit, TCOORD);
- tg_r.bind_to(unit, RCOORD);
+ Renderer::Push _push_rend(renderer);
+
+ unsigned unit = renderer.allocate_effect_texunit();
+ int iunit = unit;
+ shdata.uniform("shadow", iunit);
+
+ Bind _bind_depth(depth_buf, unit);
if(const Camera *camera = renderer.get_camera())
/* Multiply by camera's object matrix to form a matrix that transforms
else
shdata.uniform("shd_eye_matrix", shadow_matrix);
- Renderer::Push _push_rend(renderer);
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);
-
- Texture::unbind_from(unit);
- TexGen::unbind_from(unit, SCOORD);
- TexGen::unbind_from(unit, TCOORD);
- TexGen::unbind_from(unit, RCOORD);
}
} // namespace GL