world-wide commit to ruin everything
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#include "Framebuffer.h"
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#include <GL/glew.h>
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#include "Texture.h"
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Framebuffer::Framebuffer(int width, int height) : width(width), height(height) {
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glGenFramebuffers(1, &fbo);
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bind();
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GLuint tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
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texture = new Texture(tex, width, height);
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glGenRenderbuffers(1, &depth);
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glBindRenderbuffer(GL_RENDERBUFFER, depth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
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unbind();
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}
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Framebuffer::~Framebuffer() {
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delete texture;
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glDeleteFramebuffers(1, &fbo);
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}
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void Framebuffer::bind() {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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}
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void Framebuffer::unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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