X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.cpp;h=41a97f806b1da20480374f98fe99ac2e1071ed7a;hb=6f39983060a27634c012f66c82fea0d09fea9774;hp=eaf6e1373cb126a387d535e9e2b1352199eed2e7;hpb=7aaec9a70b8d7733429bec043f8e33e02956f266;p=libs%2Fgl.git diff --git a/source/effects/shadowmap.cpp b/source/effects/shadowmap.cpp index eaf6e137..41a97f80 100644 --- a/source/effects/shadowmap.cpp +++ b/source/effects/shadowmap.cpp @@ -3,6 +3,7 @@ #include "camera.h" #include "light.h" #include "renderer.h" +#include "resources.h" #include "scene.h" #include "shadowmap.h" #include "tests.h" @@ -12,25 +13,15 @@ using namespace std; namespace Msp { namespace GL { -WeakPtr ShadowMap::shadow_sampler; - -ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l): +ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l): Effect(r), size(s), light(l), + sampler(resources.get("_linear_clamp_shadow.samp")), radius(1), depth_bias(4), rendered(false) { - 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(); @@ -97,20 +88,11 @@ void ShadowMap::finish_frame() rendered = false; } -void ShadowMap::render(Renderer &renderer, const Tag &tag) const +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. */ @@ -118,6 +100,9 @@ void ShadowMap::render(Renderer &renderer, const 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); }