X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.h;fp=source%2Fshadowmap.h;h=986e0d96d039936b56758495da9a84954c007074;hp=af3cf6f72c2b9af398e7faa317f6fdeaa810627f;hb=223e33164d0706d357efc03da1dc31a653f6afcf;hpb=9034e81679eeeaa3d1d5d643d3f924d9edb45a68 diff --git a/source/shadowmap.h b/source/shadowmap.h index af3cf6f7..986e0d96 100644 --- a/source/shadowmap.h +++ b/source/shadowmap.h @@ -29,6 +29,7 @@ private: Texture2D depth_buf; Vector3 target; float radius; + float depth_bias; ProgramData shdata; public: @@ -39,8 +40,20 @@ public: covered by the ShadowMap. */ void set_target(const Vector3 &, float); + /** 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); + + /** 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); + /** Sets the texture unit to bind the shadow map to during the rendering - phase. The default is texture unit 3. */ + phase. Provided to shaders through the shadow and shadow_unit uniforms. + The default is texture unit 3. */ void set_texture_unit(unsigned); virtual void render(Renderer &, const Tag &) const;