X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.h;h=aeabaeb19a89895c1ba07b5f3666d239d118c6b2;hb=bd141418a0712feeb64bcaff7f57e29913b0317b;hp=c44239f2cdb73e7983a117522dc83edbe96119c5;hpb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;p=libs%2Fgl.git diff --git a/source/shadowmap.h b/source/shadowmap.h index c44239f2..aeabaeb1 100644 --- a/source/shadowmap.h +++ b/source/shadowmap.h @@ -3,6 +3,7 @@ #include "effect.h" #include "framebuffer.h" +#include "programdata.h" #include "texture2d.h" #include "vector.h" @@ -22,28 +23,45 @@ class ShadowMap: public Effect { private: unsigned size; - const Scene &scene; const Light &light; - Framebuffer fbo; + mutable Framebuffer fbo; + mutable Matrix light_matrix; unsigned unit; Texture2D depth_buf; Vector3 target; float radius; + float depth_bias; + ProgramData shdata; + mutable bool rendered; public: - ShadowMap(unsigned, const Scene &, const Light &); + ShadowMap(unsigned, const 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 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); + + /** 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); + /** Sets the texture unit to bind the shadow map to during the rendering - phase. The default is texture unit 3. */ + phase. Provided to shaders through the shadow and shadow_unit uniforms. + The default is texture unit 3. */ void set_texture_unit(unsigned); - virtual void prepare(); - virtual void cleanup(); + virtual void setup_frame() const; + virtual void finish_frame() const; + + virtual void render(Renderer &, const Tag &) const; }; } // namespace GL