676 |
janba |
1 |
/*
|
|
|
2 |
* ShadowBuffer.h
|
|
|
3 |
* 02564_Framework
|
|
|
4 |
*
|
|
|
5 |
* Created by J. Andreas Bærentzen on 01/02/11.
|
|
|
6 |
* Copyright 2011 __MyCompanyName__. All rights reserved.
|
|
|
7 |
*
|
|
|
8 |
*/
|
|
|
9 |
|
|
|
10 |
#ifndef __SHADOWBUFFER_H__
|
|
|
11 |
#define __SHADOWBUFFER_H__
|
|
|
12 |
|
|
|
13 |
#include <GL/glew.h>
|
|
|
14 |
#include <GLGraphics/glsl_shader.h>
|
|
|
15 |
|
|
|
16 |
/** This class represents a shadow buffer. Essentially, this is just a texture
|
|
|
17 |
and a framebuffer object wrapped in a class. Note that the shadow is a depth
|
|
|
18 |
texture */
|
|
|
19 |
class ShadowBuffer
|
|
|
20 |
{
|
|
|
21 |
const int dim; // Size
|
|
|
22 |
GLuint fbo, rb; // The framebuffer object and the render buffer
|
|
|
23 |
GLuint dtex; // The depth texture
|
|
|
24 |
|
|
|
25 |
/// Let go of resources
|
|
|
26 |
void relinquish();
|
|
|
27 |
public:
|
|
|
28 |
|
|
|
29 |
/// Construct with default size 1024
|
|
|
30 |
ShadowBuffer(int _dim = 1024);
|
|
|
31 |
|
|
|
32 |
/// Destroy, releasing resources
|
|
|
33 |
~ShadowBuffer() {relinquish();}
|
|
|
34 |
|
|
|
35 |
/// Initialize: Acquire resources.
|
|
|
36 |
void initialize();
|
|
|
37 |
|
|
|
38 |
/** Enable the framebuffer object. There is no disable(). This seems unsymmetrical, but
|
|
|
39 |
we do not necessarily switch back to the framebuffer we had prior to enable. So switching
|
|
|
40 |
back might incur an unnecessary FBO switch. */
|
|
|
41 |
int enable();
|
|
|
42 |
|
|
|
43 |
/// Bind the depth map texture to specified tex unit.
|
|
|
44 |
void bind_textures(int dtex_unit);
|
|
|
45 |
};
|
|
|
46 |
|
|
|
47 |
#endif
|