Hook up eye textures in renderer
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parent
4bdd872f09
commit
aaa3581ee6
7 changed files with 71 additions and 8 deletions
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@ -122,12 +122,12 @@ void FGLRenderBuffers::ClearBloom()
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void FGLRenderBuffers::ClearEyeBuffers()
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{
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for (auto handle : mEyeTextures)
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DeleteTexture(handle);
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for (auto handle : mEyeFBs)
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DeleteFrameBuffer(handle);
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for (auto handle : mEyeTextures)
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DeleteTexture(handle);
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mEyeTextures.Clear();
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mEyeFBs.Clear();
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}
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@ -311,7 +311,7 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
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while (mEyeFBs.Size() < eye)
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while (mEyeFBs.Size() <= eye)
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{
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GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
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mEyeTextures.Push(texture);
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@ -546,10 +546,10 @@ void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
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glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye]);
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}
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void FGLRenderBuffers::BindEyeFB(int eye)
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void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
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{
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CreateEyeBuffers(eye);
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glBindFramebuffer(GL_FRAMEBUFFER, mEyeFBs[eye]);
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glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]);
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}
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//==========================================================================
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