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https://github.com/bloeys/nmage.git
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After all why not, why shouldn't we have HDR
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@ -42,6 +42,7 @@ const (
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FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
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FramebufferAttachmentDataFormat_R32Int
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FramebufferAttachmentDataFormat_RGBA8
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FramebufferAttachmentDataFormat_RGBAF16
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FramebufferAttachmentDataFormat_SRGBA
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FramebufferAttachmentDataFormat_DepthF32
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FramebufferAttachmentDataFormat_Depth24Stencil8
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@ -50,7 +51,8 @@ const (
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func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
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return f == FramebufferAttachmentDataFormat_R32Int ||
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f == FramebufferAttachmentDataFormat_RGBA8 ||
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f == FramebufferAttachmentDataFormat_SRGBA
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f == FramebufferAttachmentDataFormat_SRGBA ||
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f == FramebufferAttachmentDataFormat_RGBAF16
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}
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func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
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@ -65,6 +67,8 @@ func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
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return gl.R32I
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case FramebufferAttachmentDataFormat_RGBA8:
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return gl.RGB8
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case FramebufferAttachmentDataFormat_RGBAF16:
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return gl.RGBA16F
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case FramebufferAttachmentDataFormat_SRGBA:
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return gl.SRGB_ALPHA
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case FramebufferAttachmentDataFormat_DepthF32:
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@ -85,6 +89,8 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
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case FramebufferAttachmentDataFormat_RGBA8:
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fallthrough
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case FramebufferAttachmentDataFormat_RGBAF16:
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fallthrough
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case FramebufferAttachmentDataFormat_SRGBA:
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return gl.RGBA
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@ -100,6 +106,33 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
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}
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}
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func (f FramebufferAttachmentDataFormat) GlComponentType() uint32 {
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switch f {
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case FramebufferAttachmentDataFormat_R32Int:
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return gl.INT
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case FramebufferAttachmentDataFormat_RGBA8:
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fallthrough
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case FramebufferAttachmentDataFormat_SRGBA:
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return gl.UNSIGNED_BYTE
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case FramebufferAttachmentDataFormat_RGBAF16:
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// Seems this is fine to be float instead of half float
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fallthrough
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case FramebufferAttachmentDataFormat_DepthF32:
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return gl.FLOAT
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case FramebufferAttachmentDataFormat_Depth24Stencil8:
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return gl.UNSIGNED_INT_24_8
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default:
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logging.ErrLog.Fatalf("unknown framebuffer attachment data format. Format=%d\n", f)
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return 0
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}
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}
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type FramebufferAttachment struct {
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Id uint32
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Type FramebufferAttachmentType
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@ -124,7 +157,7 @@ func (fbo *Framebuffer) BindWithViewport() {
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gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
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}
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// Clear calls gl.Clear with the fob's clear flags.
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// Clear calls gl.Clear with the fbo's clear flags.
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// Note that the fbo must be complete and bound.
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// Calling this without a bound fbo will clear something else, like your screen.
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func (fbo *Framebuffer) Clear() {
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@ -207,7 +240,17 @@ func (fbo *Framebuffer) NewColorAttachment(
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}
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gl.BindTexture(gl.TEXTURE_2D, a.Id)
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gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_BYTE, nil)
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gl.TexImage2D(
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gl.TEXTURE_2D,
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0,
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attachFormat.GlInternalFormat(),
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int32(fbo.Width),
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int32(fbo.Height),
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0,
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attachFormat.GlFormat(),
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attachFormat.GlComponentType(),
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nil,
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)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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@ -298,7 +341,17 @@ func (fbo *Framebuffer) NewDepthAttachment(
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}
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gl.BindTexture(gl.TEXTURE_2D, a.Id)
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gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
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gl.TexImage2D(
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gl.TEXTURE_2D,
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0,
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attachFormat.GlInternalFormat(),
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int32(fbo.Width),
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int32(fbo.Height),
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0,
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attachFormat.GlFormat(),
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attachFormat.GlComponentType(),
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nil,
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)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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@ -341,7 +394,17 @@ func (fbo *Framebuffer) NewDepthAttachment(
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gl.BindTexture(gl.TEXTURE_CUBE_MAP, a.Id)
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for i := 0; i < 6; i++ {
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gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X+i), 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
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gl.TexImage2D(
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uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X+i),
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0,
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attachFormat.GlInternalFormat(),
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int32(fbo.Width),
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int32(fbo.Height),
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0,
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attachFormat.GlFormat(),
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attachFormat.GlComponentType(),
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nil,
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)
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}
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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@ -398,7 +461,7 @@ func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
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6*numCubemaps,
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0,
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attachFormat.GlFormat(),
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gl.FLOAT,
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attachFormat.GlComponentType(),
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nil,
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)
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@ -455,7 +518,7 @@ func (fbo *Framebuffer) NewDepthTextureArrayAttachment(
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numTextures,
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0,
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attachFormat.GlFormat(),
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gl.FLOAT,
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attachFormat.GlComponentType(),
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nil,
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)
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@ -513,7 +576,17 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
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}
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gl.BindTexture(gl.TEXTURE_2D, a.Id)
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gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_INT_24_8, nil)
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gl.TexImage2D(
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gl.TEXTURE_2D,
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0,
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attachFormat.GlInternalFormat(),
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int32(fbo.Width),
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int32(fbo.Height),
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0,
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attachFormat.GlFormat(),
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attachFormat.GlComponentType(),
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nil,
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)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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