Working on web version
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@@ -56,6 +56,22 @@ namespace ZL {
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{
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glGenFramebuffers(1, &fbo);
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#ifdef EMSCRIPTEN
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glGenTextures(1, &depthTexture);
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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// Используем GL_DEPTH_COMPONENT24 для WebGL 2
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
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resolution, resolution, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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// ВАЖНО: Используем GL_NEAREST, так как GL_LINEAR часто ломает FBO в WebGL
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#else
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glGenTextures(1, &depthTexture);
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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@@ -65,17 +81,24 @@ namespace ZL {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#endif
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D, depthTexture, 0);
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// No color buffer for this FBO — depth only.
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#ifdef EMSCRIPTEN
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GLenum drawBuffers[] = { GL_NONE };
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glDrawBuffers(1, drawBuffers);
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#else
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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std::cerr << "Error: Shadow map framebuffer is not complete!" << std::endl;
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#endif
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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std::cerr << "Error: Shadow map framebuffer is not complete! Status: 0x"
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<< std::hex << status << std::endl;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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