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#ifndef HYDRACREATECUBEMAPSHADOWFRAMEBUFFER
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#define HYDRACREATECUBEMAPSHADOWFRAMEBUFFER
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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 HydraCreateCubemapShadowFrameBuffer : public HydraTask
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{
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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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{
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HydraEngine *engine = GetEngine();
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HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
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HydraRenderSettings render_settings = engine->RenderSettings();
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HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
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*m_depth_texture_id = tex_buffer_manager->CreateCubemapTexture("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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HydraTextureBuffer depth_texture = tex_buffer_manager->GetTexture(*m_depth_texture_id);
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glCreateFramebuffers(1, m_frame_buffer_id);
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glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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std::cout << "Framebuffer error: " << status << std::endl;
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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_CUBE_MAP);
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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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m_texture_id = texture_id;
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m_frame_buffer_id = frame_buffer_id;
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m_depth_texture_id = depth_texture_id;
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}
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};
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#endif /* HYDRACREATECUBEMAPSHADOWFRAMEBUFFER */
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