split render pipelines
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@@ -42,22 +42,8 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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// Setup color attachment (texture)
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texture = create_texture(width, height, format);
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glGenTextures(1, &positions);
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glBindTexture(GL_TEXTURE_2D, positions);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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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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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positions, 0);
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glGenTextures(1, &normals);
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glBindTexture(GL_TEXTURE_2D, normals);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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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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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normals, 0);
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unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(3, attachments);
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unsigned int attachments[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, attachments);
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// Setup depth attachment
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glGenRenderbuffers(1, &depth);
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@@ -74,7 +60,6 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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Framebuffer::~Framebuffer() {
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glDeleteFramebuffers(1, &fbo);
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glDeleteTextures(1, &normals);
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glDeleteTextures(1, &depth);
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}
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@@ -86,19 +71,6 @@ void Framebuffer::unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Framebuffer::bindBuffers() {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->getId());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, positions);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, normals);
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glActiveTexture(GL_TEXTURE0);
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}
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void Framebuffer::resize(uint width, uint height) {
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if (this->width == width && this->height == height) {
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return;
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@@ -112,16 +84,6 @@ void Framebuffer::resize(uint width, uint height) {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, positions);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positions, 0);
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glBindTexture(GL_TEXTURE_2D, normals);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normals, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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texture = create_texture(width, height, format);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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