74 void reshape(int32_t width, int32_t height);
134 void setShader(
int contextIdx,
const string&
id);
152 void bindTexture(
int contextIdx, int32_t textureId);
void updateDepthBiasMVPMatrix(int contextIdx, Matrix4x4 &depthBiasMVPMatrix)
Update depth bias mvp matrix with given matrix.
vector< ShadowMap * > shadowMaps
void reshape(int32_t width, int32_t height)
Reshape shadow maps.
ShadowMapping_RunState runState
void updateLight(int contextIdx, int32_t lightId)
Update light.
void updateMatrices(int contextIdx)
Update matrices.
~ShadowMapping()
Destructor.
Matrix4x4 depthBiasMVPMatrix
void createShadowMaps()
Create shadow maps.
void renderShadowMaps(const vector< Object3D * > &visibleObjects)
Render shadow maps to world.
ShadowMap * getShadowMap(int idx)
Get shadow map.
void setShader(int contextIdx, const string &id)
Set shader.
EntityRenderer * entityRenderer
void startObjectTransformations(int contextIdx, Matrix4x4 &transformationsMatrix)
Start object transformations.
ShadowMapping(Engine *engine, Renderer *renderer, EntityRenderer *entityRenderer)
Constructor.
void updateTextureMatrix(int contextIdx)
Update texture matrix.
vector< Object3D * > visibleObjectsReceivingShadows
void updateShaderParameters(int contextIdx)
Update shader parameters.
void dispose()
Dispose shadow maps.
void updateMaterial(int contextIdx)
Update material.
void endObjectTransformations()
End object transformations.
void bindTexture(int contextIdx, int32_t textureId)
Bind texture.
Matrix4x4 shadowTransformationsMatrix