85 lines
3.8 KiB
C++
85 lines
3.8 KiB
C++
#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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class HydraCreateShadowFrameBuffer : 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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*m_texture_id = tex_buffer_manager->CreateTextureArray("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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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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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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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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glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
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glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// FIX 1: Set explicit filters for the depth texture to prevent incomplete attachment
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glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glm::vec4 border = glm::vec4(1,1,1,1);
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glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTextureParameterfv(depth_texture.gl_tex_id, GL_TEXTURE_BORDER_COLOR, &border[0]);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.gl_tex_id, 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
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glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
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glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
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GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0};
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glNamedFramebufferDrawBuffers(*m_frame_buffer_id, 1, draw_buffers);
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GLenum status = glCheckNamedFramebufferStatus(*m_frame_buffer_id, 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_2D_ARRAY);
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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 /* HYDRACREATESHADOWFRAMEBUFFER */
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