namespace Msp {
namespace GL {
+WeakPtr<Sampler> ShadowMap::shadow_sampler;
+
ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
Effect(r),
size(s),
depth_bias(4),
rendered(false)
{
- depth_buf.set_min_filter(LINEAR);
- 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);
+ sampler = shadow_sampler;
+ if(!sampler)
+ {
+ sampler = new Sampler;
+ sampler->set_filter(LINEAR);
+ sampler->set_compare(LEQUAL);
+ sampler->set_wrap(CLAMP_TO_EDGE);
+ shadow_sampler = sampler;
+ }
+ depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
fbo.require_complete();
unsigned unit = renderer.allocate_effect_texunit();
int iunit = unit;
- shdata.uniform("shadow", iunit);
+ shdata.uniform("shadow_map", iunit);
+ Bind _bind_sampler(*sampler, unit);
Bind _bind_depth(depth_buf, unit);
if(const Camera *camera = renderer.get_camera())