X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.h;h=fe36fca0e5bac9e6e7eff35f3a33065d9fb3d85e;hb=refs%2Fheads%2Fmaster;hp=c44239f2cdb73e7983a117522dc83edbe96119c5;hpb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;p=libs%2Fgl.git diff --git a/source/shadowmap.h b/source/shadowmap.h deleted file mode 100644 index c44239f2..00000000 --- a/source/shadowmap.h +++ /dev/null @@ -1,52 +0,0 @@ -#ifndef SHADOWMAP_H_ -#define SHADOWMAP_H_ - -#include "effect.h" -#include "framebuffer.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 Scene &scene; - const Light &light; - Framebuffer fbo; - unsigned unit; - Texture2D depth_buf; - Vector3 target; - float radius; - -public: - ShadowMap(unsigned, const Scene &, 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 texture unit to bind the shadow map to during the rendering - phase. The default is texture unit 3. */ - void set_texture_unit(unsigned); - - virtual void prepare(); - virtual void cleanup(); -}; - -} // namespace GL -} // namespace Msp - -#endif