namespace Msp {
namespace GL {
+class DirectionalLight;
class Light;
/**
Texture2D depth_buf;
const Sampler &sampler;
Vector3 target;
- float radius;
- float depth_bias;
- float darkness;
+ float radius = 1.0f;
+ float depth_bias = 4.0f;
+ float darkness = 1.0f;
ProgramData shdata;
- bool rendered;
+ bool rendered = false;
std::string debug_name;
ShadowMap(unsigned, unsigned, Renderable &, const Lighting *, Renderable &);
public:
- ShadowMap(unsigned, Renderable &, const Light &, Renderable &);
+ ShadowMap(unsigned, Renderable &, const DirectionalLight &, Renderable &);
ShadowMap(unsigned, unsigned, Renderable &, const Lighting &, Renderable &);
- void add_light(const Light &, unsigned);
+ void add_light(const DirectionalLight &, unsigned);
/** Sets the ShadowMap target point and radius. The transformation matrix is
computed so that a sphere with the specified parameters will be completely