Lights
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@@ -1,11 +1,13 @@
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#ifndef HYDRACREATESHADOWFRAMEBUFFER
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#define HYDRACREATESHADOWFRAMEBUFFER
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#include "../HydraTask.h"
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#include "../../engine/HydraEngine.h"
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#include "../../renderer/HydraRenderer.h"
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#include <GLMIncludes.h>
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#include "../../GlewIncludes.h"
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#include "../../buffer/HydraTextureBufferManager.h"
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class HydraCreateShadowFrameBuffer : public HydraTask
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{
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@@ -13,7 +15,7 @@ private:
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uint32_t *m_texture_id = 0;
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uint32_t *m_depth_texture_id = 0;
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uint32_t *m_frame_buffer_id = nullptr;
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protected:
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public:
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void Process() override
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@@ -23,21 +25,21 @@ public:
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HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
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HydraRenderSettings render_settings = engine->RenderSettings();
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*m_texture_id = tex_buffer_manager->CreateTextureArray("shadow_FB",
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*m_texture_id = tex_buffer_manager->CreateTexture("shadow_FB",
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SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
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GL_RGBA8,
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GL_NEAREST,
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GL_NEAREST,
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6);
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1);
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HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
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*m_depth_texture_id = tex_buffer_manager->CreateTextureArray("shadow_depth_buffer",
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*m_depth_texture_id = tex_buffer_manager->CreateTexture("shadow_depth_buffer",
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SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
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GL_DEPTH_COMPONENT32F,
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GL_NEAREST,
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GL_NEAREST,
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6);
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1);
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HydraTextureBuffer depth_texture = tex_buffer_manager->GetTexture(*m_depth_texture_id);
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glGenFramebuffers(1, m_frame_buffer_id);
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@@ -72,7 +74,8 @@ public:
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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tex_buffer_manager->BindTexture(*m_depth_texture_id, GL_TEXTURE_2D_ARRAY);
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tex_buffer_manager->BindTexture(*m_depth_texture_id, GL_TEXTURE_2D);
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}
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void Initialise(uint32_t *texture_id, uint32_t *depth_texture_id, uint32_t *frame_buffer_id)
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{
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@@ -81,4 +84,6 @@ public:
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m_depth_texture_id = depth_texture_id;
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}
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};
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#endif /* HYDRACREATESHADOWFRAMEBUFFER */
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