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OpenGL vector map library written in Java - running on Android, iOS, Desktop and within the browser.

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/*
 * Copyright 2019 Gustl22
 *
 * This program is free software: you can redistribute it and/or modify it under the
 * terms of the GNU Lesser General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT ANY
 * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
 * PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License along with
 * this program. If not, see .
 */
package org.oscim.renderer.light;

import org.oscim.backend.GL;
import org.oscim.backend.GLAdapter;
import org.oscim.renderer.GLState;
import org.oscim.renderer.GLUtils;

import static org.oscim.backend.GLAdapter.gl;
import static org.oscim.backend.GLAdapter.gl30;

/**
 * The frame buffer for the shadow pass. This class sets up the depth texture
 * which can be rendered to during the shadow render pass, producing a shadow
 * map.
 * 

* See ThinMatrix on Youtube: https://youtu.be/o6zDfDkOFIc */ public class ShadowFrameBuffer { private final int WIDTH; private final int HEIGHT; private int defaultWidth; private int defaultHeight; private int defaultFrameBuffer; private int defaultTexture; private int fbo; private int shadowMap; /** * Initialises the frame buffer and shadow map of a certain size. * * @param width - the width of the shadow map in pixels. * @param height - the height of the shadow map in pixels. */ protected ShadowFrameBuffer(int width, int height) { this.WIDTH = width; this.HEIGHT = height; updateViewportDimensions(); fbo = createFrameBuffer(); shadowMap = createDepthBufferAttachment(width, height); unbindFrameBuffer(); } /** * Deletes the frame buffer and shadow map texture when the game closes. */ protected void cleanUp() { GLUtils.glDeleteFrameBuffers(1, new int[]{fbo}); GLUtils.glDeleteTextures(1, new int[]{shadowMap}); } /** * Unbinds the frame buffer, setting the default frame buffer as the current * render target. */ protected void unbindFrameBuffer() { GLState.bindFramebuffer(defaultFrameBuffer); GLState.viewport(defaultWidth, defaultHeight); } /** * @return The ID of the shadow map texture. */ protected int getShadowMap() { return shadowMap; } /** * Binds the frame buffer as the current render target. */ public void bindFrameBuffer() { updateViewportDimensions(); GLState.bindTex2D(defaultTexture); defaultFrameBuffer = GLState.getFramebuffer(); GLState.bindFramebuffer(fbo); GLState.viewport(WIDTH, HEIGHT); } /** * Creates a frame buffer and binds it so that attachments can be added to * it. The draw buffer is set to none, indicating that there's no colour * buffer to be rendered to. * * @return The newly created frame buffer's ID. */ private static int createFrameBuffer() { int frameBuffer = GLUtils.glGenFrameBuffers(1)[0]; GLState.bindFramebuffer(frameBuffer); if (GLAdapter.isGL30()) { GLUtils.glDrawBuffers(1, new int[]{GL.NONE}); gl30.readBuffer(GL.NONE); } return frameBuffer; } /** * Creates a depth buffer texture attachment. * * @param width - the width of the texture. * @param height - the height of the texture. * @return The ID of the depth texture. */ private int createDepthBufferAttachment(int width, int height) { defaultTexture = GLState.getTexture(); int[] texture = GLUtils.glGenTextures(1); GLState.bindTex2D(texture[0]); if (GLAdapter.isGL30()) { gl.texImage2D(gl.TEXTURE_2D, 0, gl30.DEPTH_COMPONENT16, width, height, 0, gl30.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null); } else { gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); } // Alternatively set to 32 bit float texture // gl.texImage2D(gl.TEXTURE_2D, 0, gl30.DEPTH_COMPONENT32F, width, height, 0, // gl.DEPTH_COMPONENT, gl.FLOAT, null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, GL.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, GL.CLAMP_TO_EDGE); if (GLAdapter.isGL30()) { gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.DEPTH_ATTACHMENT, GL.TEXTURE_2D, texture[0], 0); } else { gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, texture[0], 0); } return texture[0]; } private void updateViewportDimensions() { defaultWidth = GLState.getViewportWidth(); defaultHeight = GLState.getViewportHeight(); } }





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