-#include <cmath>
-#include <cstdlib>
-#include "camera.h"
#include "light.h"
#include "renderer.h"
#include "resources.h"
-#include "scene.h"
#include "shadowmap.h"
using namespace std;
ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
Effect(r),
+ size(s),
light(l),
shadow_caster(c),
- sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp")),
+ radius(1),
+ depth_bias(4),
+ rendered(false)
{
- init(s);
-}
-
-ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
- Effect(r),
- light(l),
- shadow_caster(r),
- sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
-{
- init(s);
-}
-
-void ShadowMap::init(unsigned s)
-{
- size = s;
- radius = 1;
- depth_bias = 4;
- rendered = false;
-
depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- depth_test.enabled = true;
- depth_test.compare = LEQUAL;
-
set_darkness(1.0f);
shdata.uniform("shd_world_matrix", Matrix());
}
Renderer::Push push(renderer);
renderer.set_framebuffer(&fbo);
- renderer.clear(DEPTH_BUFFER_BIT);
renderer.set_camera(shadow_camera);
- renderer.set_depth_test(&depth_test);
renderer.render(shadow_caster);
}
renderer.render(renderable, tag);
}
-void ShadowMap::set_debug_name(const std::string &name)
+void ShadowMap::set_debug_name(const string &name)
{
#ifdef DEBUG
fbo.set_debug_name(name+" [FBO]");