-#ifndef SHADOWMAP_H_
-#define SHADOWMAP_H_
+#ifndef MSP_GL_SHADOWMAP_H_
+#define MSP_GL_SHADOWMAP_H_
#include "effect.h"
#include "framebuffer.h"
private:
unsigned size;
const Light &light;
- mutable Framebuffer fbo;
- unsigned unit;
+ Framebuffer fbo;
+ Matrix shadow_matrix;
Texture2D depth_buf;
Vector3 target;
float radius;
- ProgramData shdata;
+ float depth_bias;
+ mutable ProgramData shdata;
+ bool rendered;
public:
- ShadowMap(unsigned, const Renderable &, const Light &);
+ ShadowMap(unsigned, Renderable &, const Light &);
/** Sets the ShadowMap target point and radius. The transformation matrix is
computed so that a sphere with the specified parameters will be completely
covered by the ShadowMap. */
void set_target(const Vector3 &, float);
- /** Sets the texture unit to bind the shadow map to during the rendering
- phase. The default is texture unit 3. */
- void set_texture_unit(unsigned);
+ /** Sets the darkness of shadows. Must be in the range between 0.0 and 1.0,
+ inclusive. Only usable with shaders, and provided through the
+ shadow_darkness uniform. */
+ void set_darkness(float);
- virtual void render(Renderer &, const Tag &) const;
+ /** Sets a distance beyond objects from which the shadow starts. Expressed
+ in pixel-sized units. Must be positive; values less than 1.0 are not
+ recommended. Larger values produce less depth artifacts, but may prevent
+ thin objects from casting shadows on nearby sufraces. */
+ void set_depth_bias(float);
+
+ const Texture2D &get_depth_texture() const { return depth_buf; }
+ const Matrix &get_shadow_matrix() const { return shadow_matrix; }
+
+ virtual void setup_frame(Renderer &);
+ virtual void finish_frame();
+
+ virtual void render(Renderer &, const Tag & = Tag()) const;
};
} // namespace GL