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Commit 8fe10d56 authored by Pascal Engeler's avatar Pascal Engeler
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cleaned up framebuffers

parent 5b089076
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...@@ -148,39 +148,6 @@ int main(int argc, char** argv){ ...@@ -148,39 +148,6 @@ int main(int argc, char** argv){
//-----------------------
//Framebuffer 3 setup
//-----------------------
unsigned int framebuffer3;
glGenFramebuffers(1, &framebuffer3);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer3);
//texture for attachment
unsigned int fb_texture3;
glGenTextures(1, &fb_texture3);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fb_texture3);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, TEXWIDTH, TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, texData.data());
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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//attach texture to framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_texture3, 0);
//check framebuffer
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR::FRAMEBUFFER:: Framebuffer 3 is not complete!" << std::endl;
//unbind framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
...@@ -349,7 +316,7 @@ int main(int argc, char** argv){ ...@@ -349,7 +316,7 @@ int main(int argc, char** argv){
//Rendering //Rendering
//----------------------- //-----------------------
//Step 1 //Step 1
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer3); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
//SDL_GetWindowSize(infra.window(), &w_width, &w_height); //SDL_GetWindowSize(infra.window(), &w_width, &w_height);
glViewport(0,0,TEXWIDTH,TEXHEIGHT); glViewport(0,0,TEXWIDTH,TEXHEIGHT);
glClearColor(0.1f,0.1f,0.2f,1.0f); glClearColor(0.1f,0.1f,0.2f,1.0f);
...@@ -357,7 +324,7 @@ int main(int argc, char** argv){ ...@@ -357,7 +324,7 @@ int main(int argc, char** argv){
shader_step.use(); shader_step.use();
shader_step.setFloat("t", time); shader_step.setFloat("t", time);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fb_texture1); glBindTexture(GL_TEXTURE_2D, fb_texture2);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, damping_texture); glBindTexture(GL_TEXTURE_2D, damping_texture);
glBindVertexArray(VAO_tex); glBindVertexArray(VAO_tex);
...@@ -367,7 +334,7 @@ int main(int argc, char** argv){ ...@@ -367,7 +334,7 @@ int main(int argc, char** argv){
//Step 2 //Step 2
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
//SDL_GetWindowSize(infra.window(), &w_width, &w_height); //SDL_GetWindowSize(infra.window(), &w_width, &w_height);
glViewport(0,0,TEXWIDTH,TEXHEIGHT); glViewport(0,0,TEXWIDTH,TEXHEIGHT);
glClearColor(0.1f,0.1f,0.2f,1.0f); glClearColor(0.1f,0.1f,0.2f,1.0f);
...@@ -375,7 +342,7 @@ int main(int argc, char** argv){ ...@@ -375,7 +342,7 @@ int main(int argc, char** argv){
shader_step.use(); shader_step.use();
shader_step.setFloat("t", time); shader_step.setFloat("t", time);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fb_texture3); glBindTexture(GL_TEXTURE_2D, fb_texture1);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, damping_texture); glBindTexture(GL_TEXTURE_2D, damping_texture);
glBindVertexArray(VAO_tex); glBindVertexArray(VAO_tex);
...@@ -400,7 +367,7 @@ int main(int argc, char** argv){ ...@@ -400,7 +367,7 @@ int main(int argc, char** argv){
//shader_copy.use(); //shader_copy.use();
shader_copyred.use(); shader_copyred.use();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fb_texture1); glBindTexture(GL_TEXTURE_2D, fb_texture2);
//glBindVertexArray(VAO_screen); //glBindVertexArray(VAO_screen);
//glBindTexture(GL_TEXTURE_2D, damping_texture); //glBindTexture(GL_TEXTURE_2D, damping_texture);
glBindVertexArray(VAO_tex); glBindVertexArray(VAO_tex);
......
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