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OpenGL_ProgrammablePipeline_ShadowMapping_JOGL

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Uploaded by on Dec 11, 2010

GLSL based depth texture shadow mapping. This "raw" shadow mapping routine main purpose is to provide a code base for more advanced shadowmapping techniques like PCF ("Percentage Closer Filtering") and VSM ("Variance Shadow Mapping").

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Uploader Comments (DemoscenePassivist)

  • How do you implement shaders in jogl? Or is this without a shader?

  • @superkellerman8D The fragment and vertex shaders are written in OpenGL-Shading-Language (GLSL). For the setup code (shader compile/upload/uniforms etc.) I'm using JOGL as my OpenGL to Java API binding.

  • @DemoscenePassivist I completely understand that, i am using jogl and glsl too. What i want to know is how to get the glsl shader into jogl, like how to load it and use it in my code.

  • @superkellerman8D U can take a look at my github repository for the jogl shader load/compile/setup code: github.com/demoscenepassivist/­SocialCoding/blob/master/code_­demos_jogamp/src/jogamp/routin­e/jogl/programmablepipeline/GL­3_ShadowMapping.java

  • @DemoscenePassivist thank you, but what are these BaseRoutine Classes?

  • @superkellerman8D the BaseRoutine class is part of a framework used to run the different 'routines' I implement with jogl. The framework classes handle the setup/initialization/configura­tion of the GLCanvas as well as some basic JOGL setup. The source for these classes can be as well found on my github repository: github.com/demoscenepassivist/­SocialCoding/tree/master/code_­demos_jogamp/src/framework/bas­e

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