X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.h;h=fe36fca0e5bac9e6e7eff35f3a33065d9fb3d85e;hp=11407462c3e1922c48cd9bb0b3725829e207f595;hb=HEAD;hpb=7cbe8cc9893fe14f889321bd55e78b0ed6503e23 diff --git a/source/shadowmap.h b/source/shadowmap.h deleted file mode 100644 index 11407462..00000000 --- a/source/shadowmap.h +++ /dev/null @@ -1,50 +0,0 @@ -#ifndef SHADOWMAP_H_ -#define SHADOWMAP_H_ - -#include "effect.h" -#include "framebuffer.h" -#include "texture2d.h" -#include "vector.h" - -namespace Msp { -namespace GL { - -class Light; -class Scene; - -/** -Creates shadows on a Scene through a shadow map texture. In the preparation -phase, the scene is rendered to a depth texture from the point of view of the -lightsource. This texture is then used in the rendering phase together with -texture coordinate generation to determine whether each fragment is lit. -*/ -class ShadowMap: public Effect -{ -private: - unsigned size; - const Light &light; - mutable Framebuffer fbo; - unsigned unit; - Texture2D depth_buf; - Vector3 target; - float radius; - -public: - ShadowMap(unsigned, const Renderable &, const Light &); - - /** Sets the ShadowMap target point and radius. The transformation matrix is - computed so that a sphere with the specified parameters will be completely - covered by the ShadowMap. */ - void set_target(const Vector3 &, float); - - /** Sets the texture unit to bind the shadow map to during the rendering - phase. The default is texture unit 3. */ - void set_texture_unit(unsigned); - - virtual void render(Renderer &, const Tag &) const; -}; - -} // namespace GL -} // namespace Msp - -#endif