Point light working

This commit is contained in:
Confideo-IOM
2026-08-16 13:47:11 +01:00
parent f9b696f9e8
commit 98ff54c106
50 changed files with 1187 additions and 357 deletions
@@ -25,14 +25,14 @@ public:
HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
HydraRenderSettings render_settings = engine->RenderSettings();
*m_texture_id = tex_buffer_manager->CreateTexture("shadow_FB",
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
GL_RGBA8,
GL_NEAREST,
GL_NEAREST,
1);
// *m_texture_id = tex_buffer_manager->CreateTexture("shadow_FB",
// SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
// GL_RGBA8,
// GL_NEAREST,
// GL_NEAREST,
// 1);
HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
// HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
*m_depth_texture_id = tex_buffer_manager->CreateTexture("shadow_depth_buffer",
SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
@@ -45,8 +45,8 @@ public:
glGenFramebuffers(1, m_frame_buffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// FIX 1: Set explicit filters for the depth texture to prevent incomplete attachment
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -58,14 +58,14 @@ public:
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTextureParameterfv(depth_texture.gl_tex_id, GL_TEXTURE_BORDER_COLOR, &border[0]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.gl_tex_id, 0);
//glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.gl_tex_id, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
// glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
// glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0};
glNamedFramebufferDrawBuffers(*m_frame_buffer_id, 1, draw_buffers);
// GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0};
glNamedFramebufferDrawBuffers(*m_frame_buffer_id, 0, nullptr);
GLenum status = glCheckNamedFramebufferStatus(*m_frame_buffer_id, GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)