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DepthMap.cpp
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#include "DepthMap.h"
unsigned int DepthMap::dm;
glm::mat4 DepthMap::lightSpaceMatrix;
DepthMap::DepthMap() {}
DepthMap::DepthMap(float np, float fp) {
glm::mat4 projection = glm::ortho(-25.0f, 25.0f, -25.0f, 25.0f, np, fp);
glm::mat4 view = glm::lookAt(glm::vec3(-2.0f, 2.0f, -1.0f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
lightSpaceMatrix = projection * view;
std::cout << glm::to_string(lightSpaceMatrix) << std::endl;
// Initialize frame buffer
glGenFramebuffers(1, &FBO);
glGenTextures(1, &dm);
glBindTexture(GL_TEXTURE_2D, dm);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glEnable(GL_DEPTH_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dm, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void DepthMap::draw() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
}
/*
void DepthMap::draw(GameManager * gm, GLuint shader) {
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glClear(GL_DEPTH_BUFFER_BIT);
}
void DepthMap::draw(GameManager* gm, Model * m, GLuint shader) {
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glClear(GL_DEPTH_BUFFER_BIT);
}
*/