X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.h;h=fe36fca0e5bac9e6e7eff35f3a33065d9fb3d85e;hb=refs%2Fheads%2Fmaster;hp=986e0d96d039936b56758495da9a84954c007074;hpb=223e33164d0706d357efc03da1dc31a653f6afcf;p=libs%2Fgl.git diff --git a/source/shadowmap.h b/source/shadowmap.h deleted file mode 100644 index 986e0d96..00000000 --- a/source/shadowmap.h +++ /dev/null @@ -1,65 +0,0 @@ -#ifndef SHADOWMAP_H_ -#define SHADOWMAP_H_ - -#include "effect.h" -#include "framebuffer.h" -#include "programdata.h" -#include "texture2d.h" -#include "vector.h" - -namespace Msp { -namespace GL { - -class Light; -class Scene; - -/** -Creates shadows on a Scene through a shadow map texture. In the preparation -phase, the scene is rendered to a depth texture from the point of view of the -lightsource. This texture is then used in the rendering phase together with -texture coordinate generation to determine whether each fragment is lit. -*/ -class ShadowMap: public Effect -{ -private: - unsigned size; - const Light &light; - mutable Framebuffer fbo; - unsigned unit; - Texture2D depth_buf; - Vector3 target; - float radius; - float depth_bias; - ProgramData shdata; - -public: - 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. Provided to shaders through the shadow and shadow_unit uniforms. - The default is texture unit 3. */ - void set_texture_unit(unsigned); - - virtual void render(Renderer &, const Tag &) const; -}; - -} // namespace GL -} // namespace Msp - -#endif