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|
use glow::HasContext;
use crate::context;
pub struct ShadowBuffer {
pub fbo: glow::Framebuffer,
pub depth_tex: glow::Texture,
pub width: i32,
pub height: i32,
}
impl ShadowBuffer {
pub fn new(ctx: &context::Context, w: i32, h: i32) -> Self {
unsafe {
// generate and bind FBO
let fbo = ctx.gl.create_framebuffer().expect("failed to create framebuffer");
ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(fbo));
// generate and attach depth buffer
let depth_tex = ctx.gl.create_texture().expect("failed to create texture");
ctx.gl.bind_texture(glow::TEXTURE_2D, Some(depth_tex));
ctx.gl.tex_image_2d(
glow::TEXTURE_2D,
0,
glow::DEPTH_COMPONENT as i32,
w,
h,
0,
glow::DEPTH_COMPONENT,
glow::FLOAT,
None,
);
ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::LINEAR as i32);
ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::LINEAR as i32);
ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_BORDER as i32);
ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_BORDER as i32);
ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_COMPARE_MODE, glow::COMPARE_REF_TO_TEXTURE as i32);
ctx.gl.tex_parameter_f32_slice(glow::TEXTURE_2D, glow::TEXTURE_BORDER_COLOR, &[1.0, 1.0, 1.0, 1.0]);
ctx.gl.framebuffer_texture_2d(glow::FRAMEBUFFER, glow::DEPTH_ATTACHMENT, glow::TEXTURE_2D, Some(depth_tex), 0);
ctx.gl.draw_buffer(glow::NONE);
ctx.gl.read_buffer(glow::NONE);
let status = ctx.gl.check_framebuffer_status(glow::FRAMEBUFFER);
if status != glow::FRAMEBUFFER_COMPLETE {
panic!("error initializing framebuffer: {}", status);
}
Self {
fbo,
depth_tex,
width: w,
height: h,
}
}
}
pub fn bind(&self, ctx: &context::Context) {
unsafe {
ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(self.fbo));
ctx.gl.viewport(0, 0, self.width as _, self.height as _);
ctx.gl.clear(glow::DEPTH_BUFFER_BIT);
}
}
}
pub struct ShadowBuffer3D {
pub fbo: glow::Framebuffer,
pub depth_cubemap: glow::Texture,
pub width: i32,
pub height: i32,
}
impl ShadowBuffer3D {
pub fn new(ctx: &context::Context, w: i32, h: i32) -> Self {
unsafe {
// generate and bind FBO
let fbo = ctx.gl.create_framebuffer().expect("failed to create framebuffer");
ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(fbo));
// generate and attach depth buffer
let depth_cubemap = ctx.gl.create_texture().expect("failed to create texture");
ctx.gl.bind_texture(glow::TEXTURE_CUBE_MAP, Some(depth_cubemap));
for i in 0..6 {
ctx.gl.tex_image_2d(
glow::TEXTURE_CUBE_MAP_POSITIVE_X + i,
0,
glow::DEPTH_COMPONENT as i32,
w,
h,
0,
glow::DEPTH_COMPONENT,
glow::FLOAT,
None,
);
ctx.gl.tex_parameter_i32(glow::TEXTURE_CUBE_MAP, glow::TEXTURE_MIN_FILTER, glow::LINEAR as i32);
ctx.gl.tex_parameter_i32(glow::TEXTURE_CUBE_MAP, glow::TEXTURE_MAG_FILTER, glow::LINEAR as i32);
ctx.gl.tex_parameter_i32(glow::TEXTURE_CUBE_MAP, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_EDGE as i32);
ctx.gl.tex_parameter_i32(glow::TEXTURE_CUBE_MAP, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_EDGE as i32);
ctx.gl.tex_parameter_i32(glow::TEXTURE_CUBE_MAP, glow::TEXTURE_WRAP_R, glow::CLAMP_TO_EDGE as i32);
}
ctx.gl.framebuffer_texture(glow::FRAMEBUFFER, glow::DEPTH_ATTACHMENT, Some(depth_cubemap), 0);
ctx.gl.draw_buffer(glow::NONE);
ctx.gl.read_buffer(glow::NONE);
let status = ctx.gl.check_framebuffer_status(glow::FRAMEBUFFER);
if status != glow::FRAMEBUFFER_COMPLETE {
panic!("error initializing framebuffer: {}", status);
}
Self {
fbo,
depth_cubemap,
width: w,
height: h,
}
}
}
pub fn bind(&self, ctx: &context::Context) {
unsafe {
ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(self.fbo));
ctx.gl.viewport(0, 0, self.width as _, self.height as _);
ctx.gl.clear(glow::DEPTH_BUFFER_BIT);
}
}
}
|