X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.cpp;h=f11ea7a710558085c4ce059289fac848baff3cc9;hp=639a352562bc062768e4303b89505afccd65f757;hb=fe2fc291a4fc618425c64112c9ffd3519f0b8a3e;hpb=0d765be40336decc966932e0143fe9496f3eab4b diff --git a/source/effects/shadowmap.cpp b/source/effects/shadowmap.cpp index 639a3525..f11ea7a7 100644 --- a/source/effects/shadowmap.cpp +++ b/source/effects/shadowmap.cpp @@ -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("_linear_clamp_shadow.samp")) + sampler(Resources::get_global().get("_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("_linear_clamp_shadow.samp")) + sampler(Resources::get_global().get("_linear_clamp_shadow.samp")) { init(s); } @@ -43,6 +43,7 @@ void ShadowMap::init(unsigned s) fbo.require_complete(); set_darkness(0.7); + 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);