Fix compile
This commit is contained in:
parent
0ccac4c552
commit
31487814fe
@ -31,7 +31,6 @@
|
||||
#include "graphics/post_processing.hpp"
|
||||
#include "graphics/referee.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/shadow_importance.hpp"
|
||||
#include "graphics/stkanimatedmesh.hpp"
|
||||
#include "graphics/stkbillboard.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
|
@ -33,7 +33,6 @@
|
||||
#include "graphics/rtts.hpp"
|
||||
#include "graphics/screenquad.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/shadow_importance.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
@ -713,8 +712,7 @@ void IrrDriver::renderShadows()
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(1.5, 0.);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_rtts->getShadowFBO());
|
||||
glViewport(0, 0, 1024, 1024);
|
||||
m_rtts->getShadowFBO().Bind();
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glDrawBuffer(GL_NONE);
|
||||
|
||||
|
@ -139,18 +139,14 @@ RTT::RTT(size_t width, size_t height)
|
||||
|
||||
if (irr_driver->getGLSLVersion() >= 150)
|
||||
{
|
||||
glGenFramebuffers(1, &shadowFBO);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, shadowFBO);
|
||||
glGenTextures(1, &shadowColorTex);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowColorTex);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8, 1024, 1024, 4, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
|
||||
glGenTextures(1, &shadowDepthTex);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowDepthTex);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT24, 1024, 1024, 4, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, shadowColorTex, 0);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadowDepthTex, 0);
|
||||
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
|
||||
|
||||
shadowFBO = FrameBuffer(std::vector<GLuint> {shadowColorTex}, shadowDepthTex, 1024, 1024);
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
@ -161,7 +157,6 @@ RTT::~RTT()
|
||||
glDeleteTextures(1, &DepthStencilTexture);
|
||||
if (irr_driver->getGLSLVersion() >= 150)
|
||||
{
|
||||
glDeleteFramebuffers(1, &shadowFBO);
|
||||
glDeleteTextures(1, &shadowColorTex);
|
||||
glDeleteTextures(1, &shadowDepthTex);
|
||||
}
|
||||
|
@ -37,7 +37,7 @@ public:
|
||||
RTT(size_t width, size_t height);
|
||||
~RTT();
|
||||
|
||||
unsigned getShadowFBO() const { return shadowFBO; }
|
||||
FrameBuffer &getShadowFBO() { return shadowFBO; }
|
||||
unsigned getShadowDepthTex() const { return shadowDepthTex; }
|
||||
|
||||
unsigned getDepthStencilTexture() const { return DepthStencilTexture; }
|
||||
@ -48,7 +48,8 @@ private:
|
||||
PtrVector<FrameBuffer> FrameBuffers;
|
||||
unsigned DepthStencilTexture;
|
||||
|
||||
unsigned shadowFBO, shadowColorTex, shadowDepthTex;
|
||||
unsigned shadowColorTex, shadowDepthTex;
|
||||
FrameBuffer shadowFBO;
|
||||
|
||||
LEAK_CHECK();
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user