Spotlight shadows

This commit is contained in:
bloeys
2024-04-16 10:34:30 +04:00
parent fbfcbaa156
commit f35c217d73
6 changed files with 380 additions and 99 deletions

View File

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