X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.h;h=119d369c1eb6db052048d941008c18f7b3d58560;hb=3b159edbe4e80a2bc19c4c2fcd42cb996b9fbfe0;hp=986e0d96d039936b56758495da9a84954c007074;hpb=223e33164d0706d357efc03da1dc31a653f6afcf;p=libs%2Fgl.git diff --git a/source/shadowmap.h b/source/shadowmap.h index 986e0d96..119d369c 100644 --- a/source/shadowmap.h +++ b/source/shadowmap.h @@ -1,5 +1,5 @@ -#ifndef SHADOWMAP_H_ -#define SHADOWMAP_H_ +#ifndef MSP_GL_SHADOWMAP_H_ +#define MSP_GL_SHADOWMAP_H_ #include "effect.h" #include "framebuffer.h" @@ -25,12 +25,13 @@ private: unsigned size; const Light &light; mutable Framebuffer fbo; - unsigned unit; + mutable Matrix shadow_matrix; Texture2D depth_buf; Vector3 target; float radius; float depth_bias; - ProgramData shdata; + mutable ProgramData shdata; + mutable bool rendered; public: ShadowMap(unsigned, const Renderable &, const Light &); @@ -51,10 +52,8 @@ public: thin objects from casting shadows on nearby sufraces. */ void set_depth_bias(float); - /** Sets the texture unit to bind the shadow map to during the rendering - phase. Provided to shaders through the shadow and shadow_unit uniforms. - 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; };