X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.cpp;h=0af9327132cf88c8222b31e11d2846329219f605;hb=7db40551e9197142b0b6cb7fd883b325684bb8c2;hp=e43e9bdeb97392f8439e22c2351b3fa8bc7fa787;hpb=233dff2a6c552e08da832496aecd88ef4f8948f1;p=libs%2Fgl.git diff --git a/source/effects/shadowmap.cpp b/source/effects/shadowmap.cpp index e43e9bde..0af93271 100644 --- a/source/effects/shadowmap.cpp +++ b/source/effects/shadowmap.cpp @@ -59,15 +59,14 @@ void ShadowMap::setup_frame(Renderer &renderer) rendered = true; renderable.setup_frame(renderer); - Camera camera; - camera.set_object_matrix(*light.get_matrix()); - camera.set_position(target); + shadow_camera.set_object_matrix(*light.get_matrix()); + shadow_camera.set_position(target); // TODO support point and spot lights with a frustum projection. // Omnidirectional lights also need a cube shadow map. - camera.set_orthographic(radius*2, radius*2); - camera.set_depth_clip(-radius, radius); + shadow_camera.set_orthographic(radius*2, radius*2); + shadow_camera.set_depth_clip(-radius, radius); - shadow_matrix = camera.get_object_matrix(); + shadow_matrix = shadow_camera.get_object_matrix(); shadow_matrix.scale(radius*2, radius*2, -radius*2); shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5); shadow_matrix.invert(); @@ -77,7 +76,7 @@ void ShadowMap::setup_frame(Renderer &renderer) fbo.clear(DEPTH_BUFFER_BIT); Renderer::Push push(renderer); - renderer.set_camera(camera); + renderer.set_camera(shadow_camera); renderer.render(renderable, "shadow"); } @@ -93,15 +92,6 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const if(!enabled_passes.count(tag)) return renderer.render(renderable, tag); - Renderer::Push _push_rend(renderer); - - unsigned unit = renderer.allocate_effect_texunit(); - int iunit = unit; - shdata.uniform("shadow_map", iunit); - - Bind _bind_sampler(sampler, unit); - 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 from eye space to shadow space. */ @@ -109,6 +99,9 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const else shdata.uniform("shd_eye_matrix", shadow_matrix); + Renderer::Push _push_rend(renderer); + + renderer.set_texture("shadow_map", &depth_buf, &sampler); renderer.add_shader_data(shdata); renderer.render(renderable, tag); }