]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Use RAII binders in place of manual binding
[libs/gl.git] / source / shadowmap.cpp
index bd87d26208989b9d2c59308d80b1494a9137e1b0..7575051e6e7d956e89299a8eed47db54ca8f9546 100644 (file)
@@ -33,7 +33,6 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
        fbo.require_complete();
 
        set_darkness(0.7);
-       set_texture_unit(3);
 }
 
 void ShadowMap::set_target(const Vector3 &t, float r)
@@ -58,15 +57,6 @@ void ShadowMap::set_depth_bias(float b)
        depth_bias = b;
 }
 
-void ShadowMap::set_texture_unit(unsigned u)
-{
-       unit = u;
-
-       int i = unit;
-       shdata.uniform("shadow", i);
-       shdata.uniform("shadow_unit", i);
-}
-
 void ShadowMap::setup_frame() const
 {
        if(rendered)
@@ -114,7 +104,7 @@ void ShadowMap::setup_frame() const
        shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
        shadow_matrix.invert();
 
-       Bind bind_fbo(fbo, true);
+       BindRestore bind_fbo(fbo);
        Bind bind_depth(DepthTest::lequal());
        fbo.clear(DEPTH_BUFFER_BIT);
        renderable.render("shadow");
@@ -131,7 +121,14 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const
        if(!enabled_passes.count(tag))
                return renderer.render(renderable, tag);
 
-       depth_buf.bind_to(unit);
+       Renderer::Push _push_rend(renderer);
+
+       unsigned unit = renderer.allocate_effect_texunit();
+       int iunit = unit;
+       shdata.uniform("shadow", iunit);
+       shdata.uniform("shadow_unit", iunit);
+
+       Bind _bind_depth(depth_buf, unit);
        TexGen tg_s, tg_t, tg_r;
        tg_s.set_plane(Vector4(shadow_matrix(0, 0), shadow_matrix(0, 1), shadow_matrix(0, 2), shadow_matrix(0, 3)));
        tg_t.set_plane(Vector4(shadow_matrix(1, 0), shadow_matrix(1, 1), shadow_matrix(1, 2), shadow_matrix(1, 3)));
@@ -147,11 +144,9 @@ void ShadowMap::render(Renderer &renderer, const Tag &tag) const
        else
                shdata.uniform("shd_eye_matrix", shadow_matrix);
 
-       Renderer::Push _push_rend(renderer);
        renderer.add_shader_data(shdata);
        renderer.render(renderable, tag);
 
-       Texture::unbind_from(unit);
        TexGen::unbind_from(unit, SCOORD);
        TexGen::unbind_from(unit, TCOORD);
        TexGen::unbind_from(unit, RCOORD);