Git Refactoring

This commit is contained in:
MrDev023 2016-09-15 12:41:15 +02:00
parent c700911190
commit 55fcb82edd
35 changed files with 2338 additions and 2361 deletions

View file

@ -0,0 +1,73 @@
package fr.technicalgames.shadow;
import org.lwjgl.opengl.*;
public class Shadow {
public static final int SIZE_OF_SHADOW_MAPPING = 1024;
private int frameBuffer;
private int depthTexture;
private boolean success = false;
public Shadow(){
//Creer et selectionne le buffer
// this.frameBuffer = GL30.glGenFramebuffers();
// GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.frameBuffer);
//
// //Creer la texture pour les ombres
// this.depthTexture = GL11.glGenTextures();
// GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.depthTexture);
// GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT16,SIZE_OF_SHADOW_MAPPING,SIZE_OF_SHADOW_MAPPING,0,GL11.GL_DEPTH_COMPONENT,GL11.GL_FLOAT,0);
// GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
// GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
// GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
// GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//
// GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, depthTexture, 0);
// GL11.glDrawBuffer(GL11.GL_NONE);
// GL11.glReadBuffer(GL11.GL_NONE);
// if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) == GL30.GL_FRAMEBUFFER_COMPLETE){
// success = true;
// }else{
// success = false;
// System.err.println("Shadow not adding to light");
// }
}
public void render(){
}
public void destroy(){
if(this.frameBuffer != 0)GL30.glDeleteFramebuffers(this.frameBuffer);
if(this.depthTexture != 0)GL11.glDeleteTextures(this.depthTexture);
}
public int getFrameBuffer() {
return frameBuffer;
}
public void setFrameBuffer(int frameBuffer) {
this.frameBuffer = frameBuffer;
}
public int getDepthTexture() {
return depthTexture;
}
public void setDepthTexture(int depthTexture) {
this.depthTexture = depthTexture;
}
public boolean isSuccess() {
return success;
}
public void setSuccess(boolean success) {
this.success = success;
}
}