const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
unsigned int depthMapFBO;
glGenFramebuffers(1, &depthMapFBO);
// create depth texture
unsigned int depthMap;
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// attach depth texture as FBO's depth buffer
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
渲染场景(简单深度着色器);
glBindFramebuffer(GL_FRAMEBUFFER,0);
glBindFramebuffer(GL_FRAMEBUFFER,0);
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depthMap);
renderScene(makeshadow);
第一次通过(simpleDepthShader)**着色器生成深度图,第二次通过**(makeshadow)**着色器使用深度图并在片段着色器中制作阴影
我如何使用从第一个着色器通道生成的深度图**(simpleDepthShader)**,然后将其作为第二个着色器通道传递给计算着色器,然后将其复制到计算着色器中,深度图的新副本将通过
(makeshadow)shader