forked from mirrors/0ad
Removes code duplications for binding shadows to shaders.
This was SVN commit r24710.
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2020 Wildfire Games.
|
||||
/* Copyright (C) 2021 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@@ -664,20 +664,16 @@ void ShadowMap::EndRender()
|
||||
glColorMask(1,1,1,1);
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Retrieve the texture handle and texture matrix for shadowing
|
||||
GLuint ShadowMap::GetTexture() const
|
||||
void ShadowMap::BindTo(const CShaderProgramPtr& shader) const
|
||||
{
|
||||
return m->Texture;
|
||||
}
|
||||
if (!shader->GetTextureBinding(str_shadowTex).Active())
|
||||
return;
|
||||
|
||||
const CMatrix3D& ShadowMap::GetTextureMatrix() const
|
||||
{
|
||||
return m->TextureMatrix;
|
||||
shader->BindTexture(str_shadowTex, m->Texture);
|
||||
shader->Uniform(str_shadowTransform, m->TextureMatrix);
|
||||
shader->Uniform(str_shadowScale, m->Width, m->Height, 1.0f / m->Width, 1.0f / m->Height);
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Depth texture bits
|
||||
int ShadowMap::GetDepthTextureBits() const
|
||||
@@ -700,18 +696,6 @@ void ShadowMap::SetDepthTextureBits(int bits)
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Depth texture size
|
||||
int ShadowMap::GetWidth() const
|
||||
{
|
||||
return m->Width;
|
||||
}
|
||||
|
||||
int ShadowMap::GetHeight() const
|
||||
{
|
||||
return m->Height;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void ShadowMap::RenderDebugBounds()
|
||||
|
||||
Reference in New Issue
Block a user