Exemple #1
0
  private static void setupShadowRenderTexture() {
    if (shadowPassInterval <= 0) {
      return;
    }

    // depth
    glDeleteTextures(sfbDepthTexture);
    sfbDepthTexture = glGenTextures();
    glBindTexture(GL_TEXTURE_2D, sfbDepthTexture);

    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    ByteBuffer buffer = ByteBuffer.allocateDirect(shadowMapWidth * shadowMapHeight * 4);
    glTexImage2D(
        GL_TEXTURE_2D,
        0,
        GL_DEPTH_COMPONENT,
        shadowMapWidth,
        shadowMapHeight,
        0,
        GL_DEPTH_COMPONENT,
        GL11.GL_FLOAT,
        buffer);
  }