diff options
Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 20 |
1 files changed, 12 insertions, 8 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 541af43..b88fb71 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -21,7 +21,6 @@ SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : shader.setViewPort({0, 0, size.x, size.y}); VertexArrayObject {displayVAO}.addAttribs<glm::i8vec4>(displayVBO, displayVAOdata); - glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); const auto configuregdata = [this](const GLuint data, const std::initializer_list<GLint> iformats, const GLenum format, const GLenum attachment) { glBindTexture(GL_TEXTURE_2D, data); @@ -37,15 +36,23 @@ SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : } throw std::runtime_error("Framebuffer could not be completed!"); }; + + glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); 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); + constexpr std::array<unsigned int, 3> attachments { + GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; + glDrawBuffers(attachments.size(), attachments.data()); glBindRenderbuffer(GL_RENDERBUFFER, depth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); + glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); + configuregdata(gIllumination, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT0); + glDrawBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_FRAMEBUFFER, output); } @@ -57,9 +64,6 @@ SceneRenderer::render(const SceneProvider & scene) const // Geometry pass glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); - static constexpr std::array<unsigned int, 3> attachments { - GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; - glDrawBuffers(attachments.size(), attachments.data()); glEnable(GL_BLEND); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); @@ -70,7 +74,7 @@ SceneRenderer::render(const SceneProvider & scene) const scene.content(shader); // Illumination pass - glDrawBuffer(GL_COLOR_ATTACHMENT3); + glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); glBlendFunc(GL_ONE, GL_ONE); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, gPosition); @@ -99,7 +103,7 @@ SceneRenderer::render(const SceneProvider & scene) const void SceneRenderer::setAmbientLight(const RGB & colour) const { - glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); + glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); glClearColor(colour.r, colour.g, colour.b, 1.0F); glClear(GL_COLOR_BUFFER_BIT); } @@ -109,7 +113,7 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc { if (colour.r > 0 || colour.g > 0 || colour.b > 0) { const auto lvp = shadowMapper.update(scene, direction, camera); - glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); + glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); glViewport(0, 0, size.x, size.y); dirLight.use(); dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions, lvp.maps); |