48 lines
1.5 KiB
C++
48 lines
1.5 KiB
C++
#include "ShadowMap.hpp"
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#include <GL/glew.h>
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ShadowMap::ShadowMap(int resolution) : resolution(resolution) {
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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float border[4] {1.0f, 1.0f, 1.0f, 1.0f};
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glTexParameterfv(GL_TEXTURE_2D,GL_TEXTURE_BORDER_COLOR, border);
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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ShadowMap::~ShadowMap() {
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glDeleteFramebuffers(1, &fbo);
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glDeleteTextures(1, &depthMap);
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}
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void ShadowMap::bind() {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void ShadowMap::unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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uint ShadowMap::getDepthMap() const {
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return depthMap;
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}
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int ShadowMap::getResolution() const {
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return resolution;
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}
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