]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/shadowmap.cpp
Redesign depth and stencil test and blend state management
[libs/gl.git] / source / effects / shadowmap.cpp
index f11ea7a710558085c4ce059289fac848baff3cc9..cf73e810070581d8c03c6e5f3c61391d127d1551 100644 (file)
@@ -6,7 +6,6 @@
 #include "resources.h"
 #include "scene.h"
 #include "shadowmap.h"
-#include "tests.h"
 
 using namespace std;
 
@@ -42,7 +41,10 @@ void ShadowMap::init(unsigned s)
        fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
        fbo.require_complete();
 
-       set_darkness(0.7);
+       depth_test.enabled = true;
+       depth_test.compare = LEQUAL;
+
+       set_darkness(1.0f);
        shdata.uniform("shd_world_matrix", Matrix());
 }
 
@@ -92,11 +94,11 @@ void ShadowMap::setup_frame(Renderer &renderer)
        shdata.uniform("shd_world_matrix", shadow_matrix);
 
        BindRestore bind_fbo(fbo);
-       Bind bind_depth(DepthTest::lequal());
        fbo.clear(DEPTH_BUFFER_BIT);
 
        Renderer::Push push(renderer);
        renderer.set_camera(shadow_camera);
+       renderer.set_depth_test(&depth_test);
 
        renderer.render(shadow_caster);
 }
@@ -122,5 +124,17 @@ 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