resize the depth buffer texture
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b4a837f002
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@ -40,6 +40,7 @@ float windowX = 1920;
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float windowY = 1080;
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float windowY = 1080;
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GLuint framebufferTexture;
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GLuint framebufferTexture;
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GLuint depthTexture;
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Camera camera;
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Camera camera;
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@ -49,13 +50,13 @@ Camera camera;
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float rectangleVertices[] =
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float rectangleVertices[] =
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{
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{
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// Coords // TexCoords
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// Coords // TexCoords
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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};
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};
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int main()
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int main()
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@ -131,7 +132,6 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebufferTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebufferTexture, 0);
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unsigned int depthTexture;
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glGenTextures(1, &depthTexture);
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glGenTextures(1, &depthTexture);
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, windowX, windowY, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, windowX, windowY, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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@ -237,6 +237,8 @@ int main()
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processInput(window);
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processInput(window);
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// Rendering
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// Rendering
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glClearColor(0.6f, 0.8f, 1.0f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glBindFramebuffer(GL_FRAMEBUFFER, FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, FBO);
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@ -309,18 +311,23 @@ int main()
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindVertexArray(rectVAO);
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glBindVertexArray(rectVAO);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, framebufferTexture);
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glBindTexture(GL_TEXTURE_2D, framebufferTexture);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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// disabled so that the screen renders
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// Draw ImGui UI
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// Draw ImGui UI
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ImGui::Begin("Test");
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ImGui::Begin("Test");
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ImGui::Text("FPS: %f (Avg: %f, Min: %f, Max: %f)", fps, avgFps, lowestFps, highestFps);
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ImGui::Text("FPS: %f (Avg: %f, Min: %f, Max: %f)", fps, avgFps, lowestFps, highestFps);
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ImGui::Text("MS: %f", deltaTime * 100.0f);
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ImGui::Text("MS: %f", deltaTime * 1000.f);
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ImGui::Text("Facing: %.1f/%.1f", camera.Pitch, camera.Yaw);
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ImGui::Text("Pos: %.2f, %.2f, %.2f", camera.Position.x, camera.Position.y, camera.Position.z);
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ImGui::Text("Chunks: %d (%d rendered)", Planet::planet->numChunks, Planet::planet->numChunksRendered);
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ImGui::Text("Chunks: %d (%d rendered)", Planet::planet->numChunks, Planet::planet->numChunksRendered);
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ImGui::End();
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ImGui::End();
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@ -350,6 +357,9 @@ void framebufferSizeCallback(GLFWwindow* window, int width, int height)
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glBindTexture(GL_TEXTURE_2D, framebufferTexture);
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glBindTexture(GL_TEXTURE_2D, framebufferTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// resize depth buffer texture
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, windowX, windowY, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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}
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}
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void processInput(GLFWwindow* window)
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void processInput(GLFWwindow* window)
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