diff --git a/build/program b/build/program index e99d939cb8f576c40696f07f69311a0d90d4b10b..dbec6f9e7e055b41469e0f35205157a6f50e2c72 100755 Binary files a/build/program and b/build/program differ diff --git a/src/main.cpp b/src/main.cpp index 6e1a241fdc64723f88c82f3bc1b367d7ec7ca71b..f5590fb427a31084508b14293b54abb75ee98fc4 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -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){ //Rendering //----------------------- //Step 1 - glBindFramebuffer(GL_FRAMEBUFFER, framebuffer3); + glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1); //SDL_GetWindowSize(infra.window(), &w_width, &w_height); glViewport(0,0,TEXWIDTH,TEXHEIGHT); glClearColor(0.1f,0.1f,0.2f,1.0f); @@ -357,7 +324,7 @@ int main(int argc, char** argv){ shader_step.use(); shader_step.setFloat("t", time); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, fb_texture1); + glBindTexture(GL_TEXTURE_2D, fb_texture2); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, damping_texture); glBindVertexArray(VAO_tex); @@ -367,7 +334,7 @@ int main(int argc, char** argv){ //Step 2 - glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1); + glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2); //SDL_GetWindowSize(infra.window(), &w_width, &w_height); glViewport(0,0,TEXWIDTH,TEXHEIGHT); glClearColor(0.1f,0.1f,0.2f,1.0f); @@ -375,7 +342,7 @@ int main(int argc, char** argv){ shader_step.use(); shader_step.setFloat("t", time); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, fb_texture3); + glBindTexture(GL_TEXTURE_2D, fb_texture1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, damping_texture); glBindVertexArray(VAO_tex); @@ -400,7 +367,7 @@ int main(int argc, char** argv){ //shader_copy.use(); shader_copyred.use(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, fb_texture1); + glBindTexture(GL_TEXTURE_2D, fb_texture2); //glBindVertexArray(VAO_screen); //glBindTexture(GL_TEXTURE_2D, damping_texture); glBindVertexArray(VAO_tex);