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HydraV3/HydraEngine/source/task/renderer/HydraCreateCascadeShadowFrameBuffer.hpp
T
2026-08-17 21:44:00 +01:00

71 lines
2.8 KiB
C++

#ifndef HYDRACREATECASCADESHADOWFRAMEBUFFER
#define HYDRACREATECASCADESHADOWFRAMEBUFFER
#include "../HydraTask.h"
#include "../../engine/HydraEngine.h"
#include "../../renderer/HydraRenderer.h"
#include <GLMIncludes.h>
#include "../../GlewIncludes.h"
#include "../../buffer/HydraTextureBufferManager.h"
class HydraCreateCascadeShadowFrameBuffer : public HydraTask
{
private:
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();
*m_depth_texture_id = tex_buffer_manager->CreateTextureArray("shadow_depth_buffer",
DIRECTIONAL_SHADOW_MAP_SIZE, DIRECTIONAL_SHADOW_MAP_SIZE,
GL_DEPTH_COMPONENT32F,
GL_NEAREST,
GL_NEAREST,
6);
HydraTextureBuffer depth_texture = tex_buffer_manager->GetTexture(*m_depth_texture_id);
glGenFramebuffers(1, m_frame_buffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glm::vec4 border = glm::vec4(1,1,1,1);
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_NONE);
glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_NONE);
glNamedFramebufferDrawBuffers(*m_frame_buffer_id, 0, nullptr);
GLenum status = glCheckNamedFramebufferStatus(*m_frame_buffer_id, 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_2D_ARRAY);
}
void Initialise( uint32_t *depth_texture_id, uint32_t *frame_buffer_id)
{
m_frame_buffer_id = frame_buffer_id;
m_depth_texture_id = depth_texture_id;
}
};
#endif /* HYDRACREATESHADOWFRAMEBUFFER */