LiteCraft/src/main/java/io/github/hydos/ginger/engine/shadow/ShadowFrameBuffer.java

113 lines
3.7 KiB
Java

package io.github.hydos.ginger.engine.shadow;
import java.nio.ByteBuffer;
import org.lwjgl.opengl.*;
import com.github.halotroop.litecraft.LiteCraftMain;
/** 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. */
public class ShadowFrameBuffer
{
private final int WIDTH;
private final int HEIGHT;
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;
initialiseFrameBuffer();
}
/** Deletes the frame buffer and shadow map texture when the game closes. */
protected void cleanUp()
{
GL30.glDeleteFramebuffers(fbo);
GL11.glDeleteTextures(shadowMap);
}
/** Binds the frame buffer, setting it as the current render target. */
protected void bindFrameBuffer()
{ bindFrameBuffer(fbo, WIDTH, HEIGHT); }
/** Unbinds the frame buffer, setting the default frame buffer as the current
* render target. */
protected void unbindFrameBuffer()
{
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
GL11.glViewport(0, 0, LiteCraftMain.width, LiteCraftMain.height);
}
/** @return The ID of the shadow map texture. */
protected int getShadowMap()
{ return shadowMap; }
/** Creates the frame buffer and adds its depth attachment texture. */
private void initialiseFrameBuffer()
{
fbo = createFrameBuffer();
shadowMap = createDepthBufferAttachment(WIDTH, HEIGHT);
unbindFrameBuffer();
}
/** Binds the frame buffer as the current render target.
*
* @param frameBuffer
* - the frame buffer.
* @param width
* - the width of the frame buffer.
* @param height
* - the height of the frame buffer. */
private static void bindFrameBuffer(int frameBuffer, int width, int height)
{
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, frameBuffer);
GL11.glViewport(0, 0, 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 = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBuffer);
GL11.glDrawBuffer(GL11.GL_NONE);
GL11.glReadBuffer(GL11.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 static int createDepthBufferAttachment(int width, int height)
{
int texture = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT16, width, height, 0,
GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, texture, 0);
return texture;
}
}