X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.cpp;h=cd9ad8274c7f6f61a7ee1a68347c5b4c4201f757;hb=40db45bc521aa8cc154d745ef4b51c1358124ad3;hp=488a3427360eeea8fcf7921209632f64cdb8a453;hpb=18449fc11c620be7b3115f28a5edfb57eb5985ef;p=libs%2Fgl.git diff --git a/source/effects/shadowmap.cpp b/source/effects/shadowmap.cpp index 488a3427..cd9ad827 100644 --- a/source/effects/shadowmap.cpp +++ b/source/effects/shadowmap.cpp @@ -13,20 +13,20 @@ using namespace std; namespace Msp { namespace GL { -ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l, Renderable &c): +ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c): Effect(r), light(l), shadow_caster(c), - sampler(resources.get("_linear_clamp_shadow.samp")) + sampler(Resources::get_global().get("_linear_clamp_shadow.samp")) { init(s); } -ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l): +ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l): Effect(r), light(l), shadow_caster(r), - sampler(resources.get("_linear_clamp_shadow.samp")) + sampler(Resources::get_global().get("_linear_clamp_shadow.samp")) { init(s); } @@ -42,7 +42,8 @@ void ShadowMap::init(unsigned s) fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); fbo.require_complete(); - set_darkness(0.7); + set_darkness(1.0f); + shdata.uniform("shd_world_matrix", Matrix()); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -88,6 +89,8 @@ void ShadowMap::setup_frame(Renderer &renderer) shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5); shadow_matrix.invert(); + shdata.uniform("shd_world_matrix", shadow_matrix); + BindRestore bind_fbo(fbo); Bind bind_depth(DepthTest::lequal()); fbo.clear(DEPTH_BUFFER_BIT); @@ -112,13 +115,6 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const if(!enabled_passes.count(tag)) return renderer.render(renderable, tag); - 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. */ - shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix()); - else - shdata.uniform("shd_eye_matrix", shadow_matrix); - Renderer::Push _push_rend(renderer); renderer.set_texture("shadow_map", &depth_buf, &sampler);