Files
HydraV3/HydraEngine/source/task/renderer/HydraCreateShadowFrameBuffer.hpp
T

62 lines
2.3 KiB
C++
Raw Normal View History

2026-07-28 19:02:45 +01:00
#ifndef HYDRACREATESHADOWFRAMEBUFFER
#define HYDRACREATESHADOWFRAMEBUFFER
#include "../HydraTask.h"
#include "../../engine/HydraEngine.h"
#include "../../renderer/HydraRenderer.h"
#include <GLMIncludes.h>
#include "../../GlewIncludes.h"
class HydraCreateShadowFrameBuffer : public HydraTask
{
private:
uint32_t *m_texture_id = 0;
uint32_t *m_frame_buffer_id = nullptr;
protected:
public:
void Process() override
{
HydraEngine *engine = GetEngine();
HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
HydraRenderSettings render_settings = engine->RenderSettings();
*m_texture_id = tex_buffer_manager->CreateTextureArray("shadow_FB",
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
GL_DEPTH_COMPONENT24,
GL_NEAREST,
GL_NEAREST,
6);
HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
glGenFramebuffers(1, m_frame_buffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_NONE);
glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_NONE);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture.gl_tex_id);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture.gl_tex_id, 0);
GLenum status = glCheckNamedFramebufferStatus(*m_frame_buffer_id, GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "Framebuffer error: " << status << std::endl;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
tex_buffer_manager->BindTexture(*m_texture_id, GL_TEXTURE_2D_ARRAY);
}
void Initialise(uint32_t *texture_id, uint32_t *frame_buffer_id)
{
m_texture_id = texture_id;
m_frame_buffer_id = frame_buffer_id;
}
};
#endif /* HYDRACREATESHADOWFRAMEBUFFER */