public void initShadowmap(GL2GL3 gl, int lightcount, int width, int height) { initLight(lightcount); Ctrlpanel.getInstance().addLightCtrl(realLightcount, this); smapwidth = width; smapheight = height; Tex2DArray shadowmap = new Tex2DArray( GL2.GL_RGB16, GL2.GL_RGB, GL.GL_FLOAT, smapwidth, smapheight, realLightcount, GL.GL_LINEAR, "shadowmap"); Tex2DArray shadowmapdepth = new Tex2DArray( GL2.GL_DEPTH_COMPONENT, GL2.GL_DEPTH_COMPONENT, GL.GL_FLOAT, smapwidth, smapheight, realLightcount, GL.GL_LINEAR, "shadowmapdepth"); shadowmap.init(gl); shadowmapdepth.init(gl); shadowmapB = tum.bind(gl, shadowmap); smapfbo = new FBO(gl); smapfbo.attachTexture(gl, shadowmapB); smapfbo.attachDepth(gl, shadowmapdepth); /*シャドウマップ*/ shadowmapshader = new Shader( "resources/ShaderSource/BaseShaders/Shadowmap/vertsimple.c", null, null, smapgsrc, smapfsrc); shadowmapshader.init(gl); shadowmapshader.use(gl); uniformlightsview = gl.glGetUniformLocation(shadowmapshader.getID(), "lightsview"); uniformlightsproj = gl.glGetUniformLocation(shadowmapshader.getID(), "lightsproj"); uniformlightscolor = gl.glGetUniformLocation(shadowmapshader.getID(), "lightscolor"); uniformlightsattr = gl.glGetUniformLocation(shadowmapshader.getID(), "lightsattr"); uniformlightcount = gl.glGetUniformLocation(shadowmapshader.getID(), "lightcount_real_virtual"); /*シャドウマップテッセレーション*/ shadowmapshadertess = new Shader(smapvsrc, smapcsrc, smapesrc, smapgsrc, smapfsrc); shadowmapshadertess.init(gl); shadowmapshadertess.use(gl); uniformlightsviewtess = gl.glGetUniformLocation(shadowmapshadertess.getID(), "lightsview"); uniformlightsprojtess = gl.glGetUniformLocation(shadowmapshadertess.getID(), "lightsproj"); uniformlightscolortess = gl.glGetUniformLocation(shadowmapshadertess.getID(), "lightscolor"); uniformlightsattrtess = gl.glGetUniformLocation(shadowmapshader.getID(), "lightsattr"); uniformlightcounttess = gl.glGetUniformLocation(shadowmapshadertess.getID(), "lightcount_real_virtual"); }