// // GLShadowMapShader.cpp // OpenSpades // // Created by yvt on 7/26/13. // Copyright (c) 2013 yvt.jp. All rights reserved. // #include "GLShadowMapShader.h" #include "GLRenderer.h" #include "GLProgramManager.h" #include "GLMapShadowRenderer.h" #include "../Core/Settings.h" #include "GLBasicShadowMapRenderer.h" #include "../Core/Debug.h" SPADES_SETTING(r_modelShadows, "1"); namespace spades { namespace draw { GLShadowMapShader::GLShadowMapShader(): projectionViewMatrix("projectionViewMatrix") {} std::vector GLShadowMapShader::RegisterShader(spades::draw::GLProgramManager *r) { SPADES_MARK_FUNCTION(); std::vector shaders; // even there is no dynamic shadow, // this is still needed to avoid error... shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Common.fs")); shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Common.vs")); shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Basic.fs")); shaders.push_back(r->RegisterShader("Shaders/ShadowMap/Basic.vs")); return shaders; } IGLShadowMapRenderer * GLShadowMapShader::CreateShadowMapRenderer(spades::draw::GLRenderer *r){ SPADES_MARK_FUNCTION(); if(!r_modelShadows) return NULL; return new GLBasicShadowMapRenderer(r); } int GLShadowMapShader::operator()(GLRenderer *renderer, spades::draw::GLProgram *program, int texStage) { IGLDevice *dev = program->GetDevice(); GLBasicShadowMapRenderer *r = static_cast(renderer->GetShadowMapRenderer()); projectionViewMatrix(program); projectionViewMatrix.SetValue(r->matrix); dev->ActiveTexture(texStage); return texStage; } } }