PointLight Shadows
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@@ -94,7 +94,7 @@ CubeMap::CubeMap(const char* texturePseudoPath) {
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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for(unsigned int i = 0; i < CUBEMAP_FACES_NUM_ITEMS; i++) {
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@@ -115,6 +115,26 @@ CubeMap::CubeMap(const char* texturePseudoPath) {
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}
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CubeMap::CubeMap(int RESOLUTION)
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: textureWidth(RESOLUTION), textureHeight(RESOLUTION) {
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_CUBE_MAP, textureId);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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const int CUBEMAP_NUM_FACES = 6;
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for (unsigned int i = 0; i < CUBEMAP_NUM_FACES; i++)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, RESOLUTION, RESOLUTION, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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CubeMap::~CubeMap() {
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glDeleteTextures(1, &textureId);
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}
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