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HydraV3/HydraEngine/source/task/renderer/HydraCreateCubemapShadowFrameBuffer.hpp
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2026-08-16 13:47:11 +01:00
#ifndef HYDRACREATECUBEMAPSHADOWFRAMEBUFFER
#define HYDRACREATECUBEMAPSHADOWFRAMEBUFFER
#include "../HydraTask.h"
#include "../../engine/HydraEngine.h"
#include "../../renderer/HydraRenderer.h"
#include <GLMIncludes.h>
#include "../../GlewIncludes.h"
#include "../../buffer/HydraTextureBufferManager.h"
class HydraCreateCubemapShadowFrameBuffer : public HydraTask
{
private:
uint32_t *m_texture_id = 0;
uint32_t *m_depth_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();
HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
*m_depth_texture_id = tex_buffer_manager->CreateCubemapTexture("shadow_depth_buffer",
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
GL_DEPTH_COMPONENT32F,
GL_NEAREST,
GL_NEAREST);
HydraTextureBuffer depth_texture = tex_buffer_manager->GetTexture(*m_depth_texture_id);
glCreateFramebuffers(1, m_frame_buffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "Framebuffer error: " << status << std::endl;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
tex_buffer_manager->BindTexture(*m_depth_texture_id, GL_TEXTURE_CUBE_MAP);
}
void Initialise(uint32_t *texture_id, uint32_t *depth_texture_id, uint32_t *frame_buffer_id)
{
m_texture_id = texture_id;
m_frame_buffer_id = frame_buffer_id;
m_depth_texture_id = depth_texture_id;
}
};
#endif /* HYDRACREATECUBEMAPSHADOWFRAMEBUFFER */