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/*
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* ShadowBuffer.cpp
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* 02564_Framework
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*
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* Created by J. Andreas Bærentzen on 01/02/11.
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* Copyright 2011 __MyCompanyName__. All rights reserved.
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*
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*/
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#include <iostream>
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#include "ShadowBuffer.h"
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using namespace std;
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void ShadowBuffer::relinquish()
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{
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glDeleteTextures(1, &dtex);
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glDeleteRenderbuffers(1, &rb);
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glDeleteFramebuffers(1, &fbo);
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}
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void ShadowBuffer::initialize()
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{
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relinquish();
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glGenTextures(1, &dtex);
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glBindTexture(GL_TEXTURE_2D, dtex);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, dim, dim, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
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glGenFramebuffers(1,&fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glGenRenderbuffers(1,&rb);
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glBindRenderbuffer(GL_RENDERBUFFER, rb);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, dim, dim);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dtex, 0);
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if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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cout << "Something wrong with FBO" << endl;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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ShadowBuffer::ShadowBuffer(int _dim): dim(_dim), fbo(0), rb(0), dtex(0)
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{
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initialize();
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};
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void ShadowBuffer::bind_textures(int dtex_unit)
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{
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glActiveTexture(GL_TEXTURE0+dtex_unit);
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glBindTexture(GL_TEXTURE_2D, dtex);
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}
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GLint ShadowBuffer::enable()
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{
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GLint old_draw_buffer;
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glGetIntegerv(GL_DRAW_BUFFER, &old_draw_buffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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return old_draw_buffer;
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}
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