CAM: apply precommit

This commit is contained in:
Adrian Insaurralde Avalos
2024-09-03 14:54:36 -04:00
parent 261ef09348
commit a17a3cf6d7
337 changed files with 26842 additions and 25585 deletions

View File

@@ -80,7 +80,6 @@ void SimDisplay::InitShaders()
// Mill Path Line Shader
shaderLinePath.CompileShader(VertShader3DLine, FragShader3DLine);
}
void SimDisplay::CreateFboQuad()
@@ -111,7 +110,15 @@ void SimDisplay::CreateDisplayFbos()
// a color texture for the frame buffer
glGenTextures(1, &mFboColTexture);
glBindTexture(GL_TEXTURE_2D, mFboColTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, gWindowSizeW, gWindowSizeH, 0, GL_RGBA, GL_UBYTE, NULL);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA8,
gWindowSizeW,
gWindowSizeH,
0,
GL_RGBA,
GL_UBYTE,
NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFboColTexture, 0);
@@ -119,7 +126,15 @@ void SimDisplay::CreateDisplayFbos()
// a position texture for the frame buffer
glGenTextures(1, &mFboPosTexture);
glBindTexture(GL_TEXTURE_2D, mFboPosTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, gWindowSizeW, gWindowSizeH, 0, GL_RGBA, GL_FLOAT, NULL);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA16F,
gWindowSizeW,
gWindowSizeH,
0,
GL_RGBA,
GL_FLOAT,
NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mFboPosTexture, 0);
@@ -127,7 +142,15 @@ void SimDisplay::CreateDisplayFbos()
// a normal texture for the frame buffer
glGenTextures(1, &mFboNormTexture);
glBindTexture(GL_TEXTURE_2D, mFboNormTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, gWindowSizeW, gWindowSizeH, 0, GL_RGBA, GL_FLOAT, NULL);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA16F,
gWindowSizeW,
gWindowSizeH,
0,
GL_RGBA,
GL_FLOAT,
NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, mFboNormTexture, 0);
@@ -206,7 +229,7 @@ void SimDisplay::CreateSsaoFbos()
vec3_set(sample,
randomFloats(generator) * 2.0f - 1.0f,
randomFloats(generator) * 2.0f - 1.0f,
randomFloats(generator));// * 2.0f - 1.0f);
randomFloats(generator)); // * 2.0f - 1.0f);
vec3_norm(sample, sample);
vec3_scale(sample, sample, randomFloats(generator));
float scale = float(i) / 64.0f;