fix gbuffer resizing
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a0b8776477
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@ -11,7 +11,8 @@ static debug::Logger logger("gl-gbuffer");
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// TODO: REFACTOR
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void GBuffer::createColorBuffer() {
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glGenTextures(1, &colorBuffer);
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if (colorBuffer == 0)
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glGenTextures(1, &colorBuffer);
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glBindTexture(GL_TEXTURE_2D, colorBuffer);
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glTexImage2D(
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GL_TEXTURE_2D,
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@ -34,7 +35,8 @@ void GBuffer::createColorBuffer() {
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}
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void GBuffer::createPositionsBuffer() {
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glGenTextures(1, &positionsBuffer);
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if (positionsBuffer == 0)
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glGenTextures(1, &positionsBuffer);
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glBindTexture(GL_TEXTURE_2D, positionsBuffer);
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glTexImage2D(
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GL_TEXTURE_2D,
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@ -57,7 +59,8 @@ void GBuffer::createPositionsBuffer() {
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}
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void GBuffer::createNormalsBuffer() {
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glGenTextures(1, &normalsBuffer);
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if (normalsBuffer == 0)
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glGenTextures(1, &normalsBuffer);
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glBindTexture(GL_TEXTURE_2D, normalsBuffer);
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glTexImage2D(
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GL_TEXTURE_2D,
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@ -80,7 +83,8 @@ void GBuffer::createNormalsBuffer() {
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}
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void GBuffer::createEmissionBuffer() {
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glGenTextures(1, &emissionBuffer);
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if (emissionBuffer == 0)
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glGenTextures(1, &emissionBuffer);
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glBindTexture(GL_TEXTURE_2D, emissionBuffer);
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glTexImage2D(
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GL_TEXTURE_2D,
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@ -103,7 +107,8 @@ void GBuffer::createEmissionBuffer() {
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}
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void GBuffer::createDepthBuffer() {
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glGenRenderbuffers(1, &depthBuffer);
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if (depthBuffer == 0)
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glGenRenderbuffers(1, &depthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glFramebufferRenderbuffer(
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@ -112,7 +117,8 @@ void GBuffer::createDepthBuffer() {
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}
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void GBuffer::createSSAOBuffer() {
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glGenTextures(1, &ssaoBuffer);
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if (ssaoBuffer == 0)
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glGenTextures(1, &ssaoBuffer);
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glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
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glTexImage2D(
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GL_TEXTURE_2D,
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@ -233,61 +239,17 @@ void GBuffer::resize(uint width, uint height) {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
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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, colorBuffer);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGB,
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width,
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height,
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0,
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GL_RGB,
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GL_UNSIGNED_BYTE,
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nullptr
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);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBuffer, 0
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);
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glBindTexture(GL_TEXTURE_2D, positionsBuffer);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, nullptr
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);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positionsBuffer, 0
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);
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glBindTexture(GL_TEXTURE_2D, normalsBuffer);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr
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);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normalsBuffer, 0
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);
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glBindTexture(GL_TEXTURE_2D, emissionBuffer);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0, GL_LUMINANCE, GL_FLOAT, nullptr
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);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, emissionBuffer, 0
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);
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createDepthBuffer();
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createColorBuffer();
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createPositionsBuffer();
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createNormalsBuffer();
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createEmissionBuffer();
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
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glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED, GL_FLOAT, nullptr
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);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoBuffer, 0
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);
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createSSAOBuffer();
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -29,13 +29,13 @@ private:
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uint height;
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uint fbo;
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uint colorBuffer;
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uint positionsBuffer;
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uint normalsBuffer;
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uint emissionBuffer;
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uint depthBuffer;
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uint ssaoFbo;
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uint ssaoBuffer;
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uint colorBuffer = 0;
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uint positionsBuffer = 0;
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uint normalsBuffer = 0;
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uint emissionBuffer = 0;
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uint depthBuffer = 0;
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uint ssaoFbo = 0;
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uint ssaoBuffer = 0;
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void createColorBuffer();
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void createPositionsBuffer();
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