Basic shadows (not working very well yet)
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@@ -1,6 +1,7 @@
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#include "Framebuffer.h"
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#include <cstddef>
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#include <iostream>
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Framebuffer::Framebuffer(uint32_t width, uint32_t height, ShaderProgram *shaderProgram) {
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@@ -19,6 +20,7 @@ Framebuffer::Framebuffer(uint32_t width, uint32_t height, ShaderProgram *shaderP
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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bind();
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@@ -66,24 +68,25 @@ void Framebuffer::render() {
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DepthMap::DepthMap(int resolution) {
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DepthMap::DepthMap(int RESOLUTION) {
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glGenFramebuffers(1, &depthMapFBO);
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unsigned int depthMap;
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, RESOLUTION, RESOLUTION, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glBindTexture(GL_TEXTURE_2D, 0);
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bind();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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unbind();
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}
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