X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.h;h=fe36fca0e5bac9e6e7eff35f3a33065d9fb3d85e;hp=11407462c3e1922c48cd9bb0b3725829e207f595;hb=c3b339da673601c283abf9222b5e8f66ba80a688;hpb=7cbe8cc9893fe14f889321bd55e78b0ed6503e23 diff --git a/source/shadowmap.h b/source/shadowmap.h index 11407462..fe36fca0 100644 --- a/source/shadowmap.h +++ b/source/shadowmap.h @@ -1,8 +1,9 @@ -#ifndef SHADOWMAP_H_ -#define SHADOWMAP_H_ +#ifndef MSP_GL_SHADOWMAP_H_ +#define MSP_GL_SHADOWMAP_H_ #include "effect.h" #include "framebuffer.h" +#include "programdata.h" #include "texture2d.h" #include "vector.h" @@ -23,25 +24,41 @@ class ShadowMap: public Effect private: unsigned size; const Light &light; - mutable Framebuffer fbo; - unsigned unit; + Framebuffer fbo; + Matrix shadow_matrix; Texture2D depth_buf; Vector3 target; float radius; + float depth_bias; + mutable ProgramData shdata; + bool rendered; public: - ShadowMap(unsigned, const Renderable &, const Light &); + ShadowMap(unsigned, 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); + /** Sets the darkness of shadows. Must be in the range between 0.0 and 1.0, + inclusive. Only usable with shaders, and provided through the + shadow_darkness uniform. */ + void set_darkness(float); - virtual void render(Renderer &, const Tag &) const; + /** Sets a distance beyond objects from which the shadow starts. Expressed + in pixel-sized units. Must be positive; values less than 1.0 are not + recommended. Larger values produce less depth artifacts, but may prevent + thin objects from casting shadows on nearby sufraces. */ + void set_depth_bias(float); + + const Texture2D &get_depth_texture() const { return depth_buf; } + const Matrix &get_shadow_matrix() const { return shadow_matrix; } + + virtual void setup_frame(Renderer &); + virtual void finish_frame(); + + virtual void render(Renderer &, const Tag & = Tag()) const; }; } // namespace GL