namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l, Renderable &c):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
Effect(r),
light(l),
shadow_caster(c),
- sampler(resources.get<Sampler>("_linear_clamp_shadow.samp"))
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
{
init(s);
}
-ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
Effect(r),
light(l),
shadow_caster(r),
- sampler(resources.get<Sampler>("_linear_clamp_shadow.samp"))
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
{
init(s);
}
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
fbo.require_complete();
- set_darkness(0.7);
+ set_darkness(1.0f);
shdata.uniform("shd_world_matrix", Matrix());
}
renderer.render(renderable, tag);
}
+void ShadowMap::set_debug_name(const std::string &name)
+{
+#ifdef DEBUG
+ fbo.set_debug_name(name+" [FBO]");
+ shadow_camera.set_debug_name(name+".camera");
+ depth_buf.set_debug_name(name+"/depth.tex2d");
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
+
} // namespace GL
} // namespace Msp