Support texture depth attachments & depth-stencil attachments
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2 changed files with 21 additions and 0 deletions
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@ -32,7 +32,10 @@ namespace psemek::gfx
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void color(texture_3d const & tex, int layer, int attachment = 0);
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void color(texture_3d const & tex, int layer, int attachment = 0);
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void color(texture_2d_array const & tex, int layer, int attachment = 0);
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void color(texture_2d_array const & tex, int layer, int attachment = 0);
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void color(renderbuffer const & rb, int attachment = 0);
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void color(renderbuffer const & rb, int attachment = 0);
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void depth(texture_2d const & tex);
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void depth(renderbuffer const & rb);
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void depth(renderbuffer const & rb);
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void depth_stencil(texture_2d const & tex);
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void depth_stencil(renderbuffer const & rb);
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GLenum status() const;
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GLenum status() const;
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bool complete() const;
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bool complete() const;
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@ -90,7 +90,25 @@ namespace psemek::gfx
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gl::FramebufferRenderbuffer(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, gl::RENDERBUFFER, rb.id());
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gl::FramebufferRenderbuffer(gl::DRAW_FRAMEBUFFER, gl::COLOR_ATTACHMENT0 + attachment, gl::RENDERBUFFER, rb.id());
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}
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}
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void framebuffer::depth(texture_2d const & tex)
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{
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bind();
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, gl::TEXTURE_2D, tex.id(), 0);
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}
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void framebuffer::depth(renderbuffer const & rb)
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void framebuffer::depth(renderbuffer const & rb)
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{
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bind();
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gl::FramebufferRenderbuffer(gl::DRAW_FRAMEBUFFER, gl::DEPTH_ATTACHMENT, gl::RENDERBUFFER, rb.id());
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}
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void framebuffer::depth_stencil(texture_2d const & tex)
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{
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bind();
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gl::FramebufferTexture2D(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, gl::TEXTURE_2D, tex.id(), 0);
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}
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void framebuffer::depth_stencil(renderbuffer const & rb)
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{
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{
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bind();
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bind();
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gl::FramebufferRenderbuffer(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, gl::RENDERBUFFER, rb.id());
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gl::FramebufferRenderbuffer(gl::DRAW_FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, gl::RENDERBUFFER, rb.id());
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