fix modelviewer fbo creation
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5aa9e68d6f
commit
be6710bc83
@ -20,21 +20,35 @@ Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture)
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}
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}
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static std::unique_ptr<Texture> create_texture(int width, int height, int format) {
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static std::unique_ptr<Texture> create_texture(int width, int height, int format) {
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GLuint tex;
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GLuint texture;
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glGenTextures(1, &tex);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, tex);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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format,
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width,
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height,
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0,
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format,
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GL_UNSIGNED_BYTE,
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nullptr
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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_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_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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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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glFramebufferTexture2D(
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return std::make_unique<Texture>(tex, width, height);
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0
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);
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return std::make_unique<Texture>(texture, width, height);
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}
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}
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Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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: width(width), height(height)
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: width(width), height(height)
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{
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{
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width = std::max<uint>(1, width);
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height = std::max<uint>(1, height);
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glGenFramebuffers(1, &fbo);
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@ -46,8 +60,8 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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// Setup depth attachment
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// Setup depth attachment
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glGenRenderbuffers(1, &depth);
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glGenRenderbuffers(1, &depth);
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glBindRenderbuffer(GL_RENDERBUFFER, 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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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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@ -83,7 +97,7 @@ void Framebuffer::resize(uint width, uint height) {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindRenderbuffer(GL_RENDERBUFFER, 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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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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texture = create_texture(width, height, format);
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texture = create_texture(width, height, format);
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