fbo.require_complete();
set_darkness(0.7);
- set_texture_unit(3);
}
void ShadowMap::set_target(const Vector3 &t, float r)
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)
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
+ Renderer::Push _push_rend(renderer);
+
+ unsigned unit = renderer.allocate_effect_texunit();
+ int iunit = unit;
+ shdata.uniform("shadow", iunit);
+ shdata.uniform("shadow_unit", iunit);
+
depth_buf.bind_to(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)));
else
shdata.uniform("shd_eye_matrix", shadow_matrix);
- Renderer::Push _push_rend(renderer);
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);