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-rw-r--r--gfx/gl/sceneRenderer.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 582c28c..541af43 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -22,25 +22,25 @@ SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) :
VertexArrayObject {displayVAO}.addAttribs<glm::i8vec4>(displayVBO, displayVAOdata);
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
- const auto configuregdata
- = [this](const GLuint data, const std::initializer_list<GLint> formats, const GLenum attachment) {
- glBindTexture(GL_TEXTURE_2D, data);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- for (const auto format : formats) {
- glTexImage2D(GL_TEXTURE_2D, 0, format, size.x, size.y, 0, GL_RGB, GL_BYTE, nullptr);
+ const auto configuregdata = [this](const GLuint data, const std::initializer_list<GLint> iformats,
+ const GLenum format, const GLenum attachment) {
+ glBindTexture(GL_TEXTURE_2D, data);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ for (const auto iformat : iformats) {
+ glTexImage2D(GL_TEXTURE_2D, 0, iformat, size.x, size.y, 0, format, GL_BYTE, nullptr);
- glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
- return format;
- }
- }
- throw std::runtime_error("Framebuffer could not be completed!");
- };
- configuregdata(gPosition, {GL_RGB32F}, GL_COLOR_ATTACHMENT0);
- configuregdata(gNormal, {GL_RGB8_SNORM, GL_RGB16F}, GL_COLOR_ATTACHMENT1);
- configuregdata(gAlbedoSpec, {GL_RGB8}, GL_COLOR_ATTACHMENT2);
- configuregdata(gIllumination, {GL_RGB8}, GL_COLOR_ATTACHMENT3);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
+ return iformat;
+ }
+ }
+ throw std::runtime_error("Framebuffer could not be completed!");
+ };
+ configuregdata(gPosition, {GL_RGB32F}, GL_RGB, GL_COLOR_ATTACHMENT0);
+ configuregdata(gNormal, {GL_RGB8_SNORM, GL_RGB16F}, GL_RGB, GL_COLOR_ATTACHMENT1);
+ configuregdata(gAlbedoSpec, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT2);
+ configuregdata(gIllumination, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT3);
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y);