CAM: apply precommit
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user