unsigned size;
const Light &light;
mutable Framebuffer fbo;
+ mutable Matrix light_matrix;
unsigned unit;
Texture2D depth_buf;
Vector3 target;
float radius;
float depth_bias;
ProgramData shdata;
+ mutable bool rendered;
public:
ShadowMap(unsigned, const Renderable &, const Light &);
The default is texture unit 3. */
void set_texture_unit(unsigned);
+ virtual void setup_frame() const;
+ virtual void finish_frame() const;
+
virtual void render(Renderer &, const Tag &) const;
};