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Spotlight shadows
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@ -11,6 +11,7 @@ type FramebufferAttachmentType int32
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const (
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FramebufferAttachmentType_Unknown FramebufferAttachmentType = iota
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FramebufferAttachmentType_Texture
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FramebufferAttachmentType_Texture_Array
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FramebufferAttachmentType_Renderbuffer
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FramebufferAttachmentType_Cubemap
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FramebufferAttachmentType_Cubemap_Array
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@ -21,6 +22,8 @@ func (f FramebufferAttachmentType) IsValid() bool {
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switch f {
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case FramebufferAttachmentType_Texture:
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fallthrough
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case FramebufferAttachmentType_Texture_Array:
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fallthrough
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case FramebufferAttachmentType_Renderbuffer:
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fallthrough
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case FramebufferAttachmentType_Cubemap:
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@ -180,6 +183,10 @@ func (fbo *Framebuffer) NewColorAttachment(
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logging.ErrLog.Fatalf("failed creating color attachment because cubemaps can not be color attachments (at least in this implementation. You might be able to do it manually)\n")
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}
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if attachType == FramebufferAttachmentType_Texture_Array {
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logging.ErrLog.Fatalf("failed creating color attachment because texture arrays can not be color attachments (implementation can be updated to support it or you can do it manually)\n")
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}
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if !attachFormat.IsColorFormat() {
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logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to attachment data format not being a valid color type. Data format=%d\n", attachFormat)
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}
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@ -271,6 +278,10 @@ func (fbo *Framebuffer) NewDepthAttachment(
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logging.ErrLog.Fatalf("failed creating cubemap array depth attachment because 'NewDepthCubemapArrayAttachment' must be used for that\n")
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}
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if attachType == FramebufferAttachmentType_Texture_Array {
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logging.ErrLog.Fatalf("failed creating texture array depth attachment because 'NewDepthTextureArrayAttachment' must be used for that\n")
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}
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a := FramebufferAttachment{
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Type: attachType,
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Format: attachFormat,
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@ -407,6 +418,68 @@ func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
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fbo.Attachments = append(fbo.Attachments, a)
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}
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func (fbo *Framebuffer) NewDepthTextureArrayAttachment(
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attachFormat FramebufferAttachmentDataFormat,
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numTextures int32,
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) {
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if fbo.HasDepthAttachment() {
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logging.ErrLog.Fatalf("failed creating texture array depth attachment for framebuffer because a depth attachment already exists\n")
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}
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if !attachFormat.IsDepthFormat() {
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logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
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}
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a := FramebufferAttachment{
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Type: FramebufferAttachmentType_Texture_Array,
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Format: attachFormat,
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}
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fbo.Bind()
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// Create cubemap array
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gl.GenTextures(1, &a.Id)
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if a.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
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}
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gl.BindTexture(gl.TEXTURE_2D_ARRAY, a.Id)
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gl.TexImage3D(
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gl.TEXTURE_2D_ARRAY,
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0,
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attachFormat.GlInternalFormat(),
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int32(fbo.Width),
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int32(fbo.Height),
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numTextures,
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0,
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attachFormat.GlFormat(),
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gl.FLOAT,
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nil,
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)
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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// This is so that any sampling outside the depth map gives a full depth value.
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// Useful for example when doing shadow maps where we want things outside
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// the range of the texture to not show shadow
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borderColor := []float32{1, 1, 1, 1}
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gl.TexParameterfv(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
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gl.BindTexture(gl.TEXTURE_2D_ARRAY, 0)
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// Attach to fbo
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gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
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fbo.UnBind()
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fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
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fbo.Attachments = append(fbo.Attachments, a)
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}
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func (fbo *Framebuffer) NewDepthStencilAttachment(
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attachType FramebufferAttachmentType,
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attachFormat FramebufferAttachmentDataFormat,
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