Shadow WIP stage 2

-  Soft shadow
This commit is contained in:
Ayumiwii
2016-02-09 16:15:11 +01:00
parent 847c539373
commit ecd823cb9f
3 changed files with 34 additions and 9 deletions
+7 -6
View File
@@ -25,7 +25,7 @@ void ShadowPass::InitializeFrameBuffers()
// Depth texture
glGenTextures(1, &m_DepthMap);
glBindTexture(GL_TEXTURE_2D, m_DepthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolutionSizeWidth, resolutionSizeHeigth, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RGB, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@@ -65,9 +65,9 @@ void ShadowPass::Draw(RenderScene & scene)
GLuint shaderHandle = m_ShadowProgram->GetHandle();
m_ShadowProgram->Bind();
//if (scene.ClearDepth) {
// glClear(GL_COLOR_BUFFER_BIT);
//}
glViewport(0, 0, resolutionSizeWidth, resolutionSizeHeigth);
glCullFace(GL_FRONT);
ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f);
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
@@ -111,8 +111,9 @@ void ShadowPass::Draw(RenderScene & scene)
//m_ShadowProgram->Unbind();
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glCullFace(GL_BACK);
m_ShadowProgram->Unbind();