Git Refactoring
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c700911190
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35 changed files with 2338 additions and 2361 deletions
73
src/fr/technicalgames/shadow/Shadow.java
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73
src/fr/technicalgames/shadow/Shadow.java
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package fr.technicalgames.shadow;
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import org.lwjgl.opengl.*;
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public class Shadow {
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public static final int SIZE_OF_SHADOW_MAPPING = 1024;
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private int frameBuffer;
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private int depthTexture;
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private boolean success = false;
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public Shadow(){
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//Creer et selectionne le buffer
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// this.frameBuffer = GL30.glGenFramebuffers();
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// GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.frameBuffer);
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//
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// //Creer la texture pour les ombres
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// this.depthTexture = GL11.glGenTextures();
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// GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.depthTexture);
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// 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);
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// GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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// GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
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// GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
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// GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
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//
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// GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, depthTexture, 0);
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// GL11.glDrawBuffer(GL11.GL_NONE);
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// GL11.glReadBuffer(GL11.GL_NONE);
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// if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) == GL30.GL_FRAMEBUFFER_COMPLETE){
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// success = true;
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// }else{
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// success = false;
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// System.err.println("Shadow not adding to light");
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// }
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}
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public void render(){
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}
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public void destroy(){
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if(this.frameBuffer != 0)GL30.glDeleteFramebuffers(this.frameBuffer);
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if(this.depthTexture != 0)GL11.glDeleteTextures(this.depthTexture);
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}
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public int getFrameBuffer() {
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return frameBuffer;
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}
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public void setFrameBuffer(int frameBuffer) {
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this.frameBuffer = frameBuffer;
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}
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public int getDepthTexture() {
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return depthTexture;
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}
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public void setDepthTexture(int depthTexture) {
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this.depthTexture = depthTexture;
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}
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public boolean isSuccess() {
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return success;
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}
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public void setSuccess(boolean success) {
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this.success = success;
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}
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}
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