namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l, Renderable &c):
+ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l):
Effect(r),
width(w),
height(h),
lighting(l),
- shadow_caster(c),
sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
{
depth_buf.storage(DEPTH_COMPONENT32F, width, height, 1);
}
ShadowMap::ShadowMap(unsigned s, Renderable &r, const DirectionalLight &l, Renderable &c):
- ShadowMap(s, s, r, 0, c)
+ ShadowMap(s, s, r, 0)
{
- add_light(l, s);
+ add_light(l, s, c);
}
-ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l, Renderable &c):
- ShadowMap(w, h, r, &l, c)
+ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l):
+ ShadowMap(w, h, r, &l)
{ }
-void ShadowMap::add_light(const DirectionalLight &light, unsigned s)
+void ShadowMap::add_light(const DirectionalLight &light, unsigned s, Renderable &c)
{
if(!lighting && !lights.empty())
throw invalid_operation("ShadowMap::add_light");
sl.light = &light;
sl.index = index;
sl.region = region;
+ sl.shadow_caster = &c;
string base = format("shadows[%d]", index);
shdata.uniform(base+".enabled", 1);
rendered = true;
renderable.setup_frame(renderer);
- shadow_caster.setup_frame(renderer);
+ for(const ShadowedLight &l: lights)
+ l.shadow_caster->setup_frame(renderer);
for(ShadowedLight &l: lights)
{
renderer.set_scissor(&l.region);
renderer.set_camera(l.shadow_camera);
- renderer.render(shadow_caster);
+ renderer.render(*light.shadow_caster);
}
}