2016-08-29 22:31:11 +02:00
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#include <string.h> // strlen
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#include <locale.h>
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#include <iostream>
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2018-02-13 12:05:07 +01:00
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#include <fstream>
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2016-08-29 22:31:11 +02:00
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2016-10-21 22:07:23 +02:00
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#include "RenderModule.h"
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2016-08-29 22:31:11 +02:00
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#include "RenderUtils.h"
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2017-02-05 10:36:37 +01:00
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#include "Globals.h"
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2016-11-06 22:30:09 +01:00
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using namespace SimpleMath;
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2016-08-29 22:31:11 +02:00
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2018-02-13 12:44:34 +01:00
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//
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// RenderProgram
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//
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2018-02-13 12:05:07 +01:00
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RenderProgram::~RenderProgram() {
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if (mProgramId > 0)
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glDeleteProgram(mProgramId);
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2016-08-29 22:31:11 +02:00
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}
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bool RenderProgram::Load() {
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// Create the shaders
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GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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2016-08-29 22:31:11 +02:00
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2018-02-13 12:05:07 +01:00
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// Read the Vertex Shader code from the file
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std::string VertexShaderCode;
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std::ifstream VertexShaderStream(mVertexShaderFilename.c_str(), std::ios::in);
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if(VertexShaderStream.is_open()){
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std::stringstream sstr;
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sstr << VertexShaderStream.rdbuf();
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VertexShaderCode = sstr.str();
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VertexShaderStream.close();
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}else{
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2018-02-16 11:35:09 +01:00
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gLog("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !", mVertexShaderFilename.c_str());
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getchar();
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return false;
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2016-08-29 22:31:11 +02:00
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}
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2018-02-13 12:05:07 +01:00
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// Read the Fragment Shader code from the file
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std::string FragmentShaderCode;
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std::ifstream FragmentShaderStream(mFragmentShaderFilename.c_str(), std::ios::in);
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if(FragmentShaderStream.is_open()){
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std::stringstream sstr;
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sstr << FragmentShaderStream.rdbuf();
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FragmentShaderCode = sstr.str();
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FragmentShaderStream.close();
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2016-08-29 22:31:11 +02:00
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}
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2018-02-13 12:05:07 +01:00
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GLint Result = GL_FALSE;
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int InfoLogLength;
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2016-08-29 22:31:11 +02:00
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2018-02-13 12:05:07 +01:00
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// Compile Vertex Shader
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gLog("Compiling shader : %s", mVertexShaderFilename.c_str());
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char const * VertexSourcePointer = VertexShaderCode.c_str();
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glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
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glCompileShader(VertexShaderID);
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2016-08-29 22:31:11 +02:00
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2018-02-13 12:05:07 +01:00
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// Check Vertex Shader
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glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if ( InfoLogLength > 0 ){
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std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
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glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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gLog("%s", &VertexShaderErrorMessage[0]);
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2017-02-18 17:38:21 +01:00
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}
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2018-02-13 12:05:07 +01:00
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// Compile Fragment Shader
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2018-02-16 11:35:09 +01:00
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gLog("Compiling shader : %s", mFragmentShaderFilename.c_str());
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2018-02-13 12:05:07 +01:00
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char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
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glCompileShader(FragmentShaderID);
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2017-02-26 14:26:12 +01:00
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2018-02-13 12:05:07 +01:00
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// Check Fragment Shader
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glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if ( InfoLogLength > 0 ){
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std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
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glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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gLog("%s", &FragmentShaderErrorMessage[0]);
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}
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2017-02-18 17:38:21 +01:00
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2018-02-13 12:05:07 +01:00
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// Link the program
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gLog("Linking program");
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GLuint ProgramID = glCreateProgram();
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glAttachShader(ProgramID, VertexShaderID);
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glAttachShader(ProgramID, FragmentShaderID);
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glLinkProgram(ProgramID);
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// Check the program
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if ( InfoLogLength > 0 ){
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std::vector<char> ProgramErrorMessage(InfoLogLength+1);
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glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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gLog("%s", &ProgramErrorMessage[0]);
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}
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2016-11-28 22:19:09 +01:00
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2018-02-13 12:05:07 +01:00
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glDetachShader(ProgramID, VertexShaderID);
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glDetachShader(ProgramID, FragmentShaderID);
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2016-11-28 22:19:09 +01:00
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2018-02-13 12:05:07 +01:00
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glDeleteShader(VertexShaderID);
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glDeleteShader(FragmentShaderID);
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2016-11-28 22:19:09 +01:00
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2018-02-13 12:05:07 +01:00
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mProgramId = ProgramID;
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return true;
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2016-11-28 22:19:09 +01:00
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}
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2018-02-16 21:22:34 +01:00
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GLuint RenderProgram::GetUniformLocation(const std::string& name) {
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if (mProgramId == -1) {
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gLog("Cannot get uniform '%s' for program '%s' and '%s': shader not valid.",
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name.c_str(),
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mVertexShaderFilename.c_str(),
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mFragmentShaderFilename.c_str()
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);
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assert(mProgramId != -1);
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}
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GLuint result = glGetUniformLocation(mProgramId, name.c_str());
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if (result == -1) {
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gLog ("Error loading uniform '%s' from shaders '%s' and '%s': uniform not found.",
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name.c_str(),
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mVertexShaderFilename.c_str(),
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mFragmentShaderFilename.c_str()
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);
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assert(false);
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} else {
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gLog ("Uniform '%s': %d", name.c_str(), result);
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}
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return result;
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}
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2018-02-13 12:44:34 +01:00
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//
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// RenderTarget
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//
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RenderTarget::RenderTarget(int width, int height, int flags) {
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mFlags = flags;
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Cleanup();
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Resize(width, height);
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}
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RenderTarget::~RenderTarget() {
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Cleanup();
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}
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void RenderTarget::Cleanup() {
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if (mFrameBufferId != -1) {
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glDeleteFramebuffers(1, &mFrameBufferId);
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mFrameBufferId = -1;
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}
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if (mColorTexture != -1) {
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glDeleteTextures(1, &mColorTexture);
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mColorTexture = -1;
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}
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2018-02-14 13:14:10 +01:00
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if (mDepthTexture!= -1) {
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glDeleteTextures(1, &mDepthTexture);
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mDepthTexture = -1;
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}
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2018-02-13 14:27:16 +01:00
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if (mDepthBuffer != -1) {
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glDeleteRenderbuffers(1, &mDepthBuffer);
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mDepthBuffer = -1;
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}
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}
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void RenderTarget::Resize(int width, int height) {
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if (width == mWidth || height == mHeight)
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return;
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Cleanup();
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mWidth = width;
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mHeight = height;
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2018-02-13 12:44:34 +01:00
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glGenFramebuffers(1, &mFrameBufferId);
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glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId);
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2018-02-13 14:27:16 +01:00
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if (mFlags & EnableColor) {
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glGenTextures(1, &mColorTexture);
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glBindTexture(GL_TEXTURE_2D, mColorTexture);
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2018-02-13 14:27:16 +01:00
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, mWidth, mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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2018-02-13 12:44:34 +01:00
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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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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mColorTexture, 0);
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}
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2018-02-14 13:14:10 +01:00
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if (mFlags & EnableDepthTexture) {
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assert((mFlags & EnableDepth) == false);
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glGenTextures(1, &mDepthTexture);
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glBindTexture(GL_TEXTURE_2D, mDepthTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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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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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mDepthTexture, 0);
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} else if (mFlags & EnableDepth) {
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assert((mFlags & EnableDepthTexture) == false);
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2018-02-13 12:44:34 +01:00
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glGenRenderbuffers(1, &mDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, mDepthBuffer);
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2018-02-13 14:27:16 +01:00
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, mWidth, mHeight);
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2018-02-13 12:44:34 +01:00
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthBuffer);
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}
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}
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2017-02-22 23:19:38 +01:00
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