]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/shadowmap.cpp
Add debug name capability to more classes
[libs/gl.git] / source / effects / shadowmap.cpp
index 639a352562bc062768e4303b89505afccd65f757..a6d431bc200da86e025dcc2b640aa9d2a342d0e0 100644 (file)
@@ -13,20 +13,20 @@ using namespace std;
 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);
 }
@@ -42,7 +42,8 @@ void ShadowMap::init(unsigned 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());
 }
 
 void ShadowMap::set_target(const Vector3 &t, float r)
@@ -88,6 +89,8 @@ void ShadowMap::setup_frame(Renderer &renderer)
        shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
        shadow_matrix.invert();
 
+       shdata.uniform("shd_world_matrix", shadow_matrix);
+
        BindRestore bind_fbo(fbo);
        Bind bind_depth(DepthTest::lequal());
        fbo.clear(DEPTH_BUFFER_BIT);
@@ -100,8 +103,11 @@ void ShadowMap::setup_frame(Renderer &renderer)
 
 void ShadowMap::finish_frame()
 {
-       renderable.finish_frame();
-       rendered = false;
+       if(rendered)
+       {
+               rendered = false;
+               renderable.finish_frame();
+       }
 }
 
 void ShadowMap::render(Renderer &renderer, Tag tag) const
@@ -109,13 +115,6 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const
        if(!enabled_passes.count(tag))
                return renderer.render(renderable, tag);
 
-       if(const Camera *camera = renderer.get_camera())
-               /* Multiply by camera's object matrix to form a matrix that transforms
-               from eye space to shadow space. */
-               shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix());
-       else
-               shdata.uniform("shd_eye_matrix", shadow_matrix);
-
        Renderer::Push _push_rend(renderer);
 
        renderer.set_texture("shadow_map", &depth_buf, &sampler);
@@ -123,5 +122,17 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const
        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