Initial work on texture arrays

This commit is contained in:
FakeShemp
2016-02-26 17:40:35 +01:00
parent f220d8088c
commit 22c391df54
9 changed files with 101 additions and 86 deletions
+6 -3
View File
@@ -39,7 +39,8 @@ public:
void ClearBuffer();
void Draw(RenderScene& scene);
GLuint DepthMap(int level) const { return m_DepthMap[level]; }
//GLuint DepthMap(int level) const { return m_DepthMap[level]; }
GLuint DepthMap() const { return m_DepthMap; }
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
std::array<float, MAX_SPLITS> FarDistance() const { return { m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; }
@@ -55,8 +56,10 @@ private:
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
std::array<GLuint, MAX_SPLITS> m_DepthMap;
std::array<FrameBuffer, MAX_SPLITS> m_DepthBuffer;
//std::array<GLuint, MAX_SPLITS> m_DepthMap;
//std::array<FrameBuffer, MAX_SPLITS> m_DepthBuffer;
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;