shadowmapping #2
2 changed files with 4 additions and 1 deletions
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@ -91,6 +91,8 @@ static void transition_draw(void (*a0)(int), void (*a1)(int), Uint32 t,
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_transition_tId, 0);
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_transition_tId, 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex[0]);
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glBindTexture(GL_TEXTURE_2D, tex[0]);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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@ -91,16 +91,17 @@ static void draw(void) {
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bindAndLoadf(matrix_lview);
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bindAndLoadf(matrix_lview);
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gl4duLookAtf(9, 6, 0, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
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gl4duLookAtf(9, 6, 0, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
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glCullFace(GL_FRONT);
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glCullFace(GL_FRONT);
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glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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_shadow_map_tex, 0);
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_shadow_map_tex, 0);
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glViewport(0, 0, SHADOW_MAP_SIDE, SHADOW_MAP_SIDE);
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glViewport(0, 0, SHADOW_MAP_SIDE, SHADOW_MAP_SIDE);
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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for (int i = 0; i < HEROS_NUMBER; ++i) {
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for (int i = 0; i < HEROS_NUMBER; ++i) {
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drawManifestant(matrix_model, &_herosId[i], deplacement, GL_TRUE);
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drawManifestant(matrix_model, &_herosId[i], deplacement, GL_TRUE);
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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