mirror of
https://github.com/bloeys/nmage.git
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Framebuffers+unlit shader+screen quad shader
This commit is contained in:
295
buffers/framebuffer.go
Executable file
295
buffers/framebuffer.go
Executable file
@ -0,0 +1,295 @@
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package buffers
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import (
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"github.com/bloeys/nmage/logging"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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type FramebufferAttachmentType int32
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const (
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FramebufferAttachmentType_Unknown FramebufferAttachmentType = iota
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FramebufferAttachmentType_Texture
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FramebufferAttachmentType_Renderbuffer
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)
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func (f FramebufferAttachmentType) IsValid() bool {
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switch f {
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case FramebufferAttachmentType_Texture:
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fallthrough
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case FramebufferAttachmentType_Renderbuffer:
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return true
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default:
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return false
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}
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}
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type FramebufferAttachmentDataFormat int32
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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_SRGBA
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FramebufferAttachmentDataFormat_Depth24Stencil8
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)
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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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}
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func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
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return f == FramebufferAttachmentDataFormat_Depth24Stencil8
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}
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func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
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switch f {
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case FramebufferAttachmentDataFormat_R32Int:
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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_SRGBA:
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return gl.SRGB_ALPHA
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case FramebufferAttachmentDataFormat_Depth24Stencil8:
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return gl.DEPTH24_STENCIL8
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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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func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
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switch f {
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case FramebufferAttachmentDataFormat_R32Int:
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return gl.RED_INTEGER
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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.RGBA
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case FramebufferAttachmentDataFormat_Depth24Stencil8:
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return gl.DEPTH_STENCIL
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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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Format FramebufferAttachmentDataFormat
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}
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type Framebuffer struct {
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Id uint32
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Attachments []FramebufferAttachment
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ColorAttachmentsCount uint32
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Width uint32
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Height uint32
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}
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func (fbo *Framebuffer) Bind() {
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gl.BindFramebuffer(gl.FRAMEBUFFER, fbo.Id)
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}
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func (fbo *Framebuffer) BindWithViewport() {
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gl.BindFramebuffer(gl.FRAMEBUFFER, fbo.Id)
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gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
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}
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func (fbo *Framebuffer) UnBind() {
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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}
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func (fbo *Framebuffer) UnBindWithViewport(width, height uint32) {
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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gl.Viewport(0, 0, int32(width), int32(height))
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}
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// IsComplete returns true if OpenGL reports that the fbo is complete/usable.
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// Note that this function binds and then unbinds the fbo
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func (fbo *Framebuffer) IsComplete() bool {
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fbo.Bind()
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isComplete := gl.CheckFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE
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fbo.UnBind()
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return isComplete
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}
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func (fbo *Framebuffer) HasColorAttachment() bool {
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return fbo.ColorAttachmentsCount > 0
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}
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func (fbo *Framebuffer) HasDepthAttachment() bool {
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for i := 0; i < len(fbo.Attachments); i++ {
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a := &fbo.Attachments[i]
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if a.Format.IsDepthFormat() {
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return true
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}
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}
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return false
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}
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func (fbo *Framebuffer) NewColorAttachment(
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attachType FramebufferAttachmentType,
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attachFormat FramebufferAttachmentDataFormat,
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) {
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if fbo.ColorAttachmentsCount == 8 {
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logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due it already having %d attached\n", fbo.ColorAttachmentsCount)
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}
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if !attachType.IsValid() {
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logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
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}
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if !attachFormat.IsColorFormat() {
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logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to attachment data format not being a valid color type. Data format=%d\n", attachFormat)
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}
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a := FramebufferAttachment{
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Type: attachType,
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Format: attachFormat,
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}
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fbo.Bind()
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if attachType == FramebufferAttachmentType_Texture {
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// Create texture
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gl.GenTextures(1, &a.Id)
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if a.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
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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.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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gl.BindTexture(gl.TEXTURE_2D, 0)
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// Attach to fbo
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+fbo.ColorAttachmentsCount, gl.TEXTURE_2D, a.Id, 0)
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} else if attachType == FramebufferAttachmentType_Renderbuffer {
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// Create rbo
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gl.GenRenderbuffers(1, &a.Id)
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if a.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
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}
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gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
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gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
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gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
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// Attach to fbo
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+fbo.ColorAttachmentsCount, gl.RENDERBUFFER, a.Id)
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}
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fbo.UnBind()
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fbo.ColorAttachmentsCount++
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fbo.Attachments = append(fbo.Attachments, a)
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}
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func (fbo *Framebuffer) NewDepthStencilAttachment(
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attachType FramebufferAttachmentType,
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attachFormat FramebufferAttachmentDataFormat,
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) {
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if fbo.HasDepthAttachment() {
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logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer because a depth-stencil attachment already exists\n")
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}
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if !attachType.IsValid() {
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logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
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}
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if !attachFormat.IsDepthFormat() {
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logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
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}
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a := FramebufferAttachment{
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Type: attachType,
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Format: attachFormat,
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}
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fbo.Bind()
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if attachType == FramebufferAttachmentType_Texture {
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// Create texture
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gl.GenTextures(1, &a.Id)
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if a.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
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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.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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gl.BindTexture(gl.TEXTURE_2D, 0)
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// Attach to fbo
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, a.Id, 0)
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} else if attachType == FramebufferAttachmentType_Renderbuffer {
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// Create rbo
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gl.GenRenderbuffers(1, &a.Id)
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if a.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
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}
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gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
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gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
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gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
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// Attach to fbo
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, a.Id)
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}
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fbo.UnBind()
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fbo.Attachments = append(fbo.Attachments, a)
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}
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func (fbo *Framebuffer) Delete() {
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if fbo.Id == 0 {
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return
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}
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gl.DeleteFramebuffers(1, &fbo.Id)
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fbo.Id = 0
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}
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func NewFramebuffer(width, height uint32) Framebuffer {
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// It is allowed to have attachments of differnt sizes in one FBO,
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// but that complicates things (e.g. which size to use for gl.viewport) and I don't see much use
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// for it now, so we will have all attachments share size
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fbo := Framebuffer{
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Width: width,
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Height: height,
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}
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gl.GenFramebuffers(1, &fbo.Id)
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if fbo.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate framebuffer. GlError=%d\n", gl.GetError())
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}
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return fbo
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}
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