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https://github.com/NoelFB/blah.git
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missing opengl backend from last commit
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parent
e615b9d7e4
commit
81e2de3553
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@ -2,7 +2,7 @@
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#include "../internal/graphics_backend.h"
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#include "../internal/platform_backend.h"
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#include <blah/core/common.h>
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#include <blah/common.h>
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#include <stdio.h>
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#include <string.h>
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#include <stddef.h>
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@ -668,17 +668,17 @@ namespace Blah
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};
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class OpenGL_FrameBuffer : public FrameBuffer
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class OpenGL_Target : public Target
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{
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private:
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GLuint m_id;
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int m_width;
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int m_height;
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StackVector<TextureRef, Attachments::MaxCapacity> m_attachments;
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StackVector<TextureRef, Attachments::capacity> m_attachments;
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public:
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OpenGL_FrameBuffer(int width, int height, const TextureFormat* attachments, int attachmentCount)
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OpenGL_Target(int width, int height, const TextureFormat* attachments, int attachmentCount)
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{
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gl.GenFramebuffers(1, &m_id);
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m_width = width;
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@ -705,7 +705,7 @@ namespace Blah
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}
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}
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~OpenGL_FrameBuffer()
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~OpenGL_Target()
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{
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if (m_id > 0)
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{
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@ -719,12 +719,12 @@ namespace Blah
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return m_id;
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}
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virtual Attachments& attachments() override
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virtual Attachments& textures() override
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{
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return m_attachments;
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}
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virtual const Attachments& attachments() const override
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virtual const Attachments& textures() const override
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{
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return m_attachments;
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}
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@ -1176,17 +1176,17 @@ namespace Blah
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return TextureRef(resource);
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}
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FrameBufferRef GraphicsBackend::create_framebuffer(int width, int height, const TextureFormat* attachments, int attachmentCount)
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TargetRef GraphicsBackend::create_target(int width, int height, const TextureFormat* attachments, int attachmentCount)
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{
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auto resource = new OpenGL_FrameBuffer(width, height, attachments, attachmentCount);
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auto resource = new OpenGL_Target(width, height, attachments, attachmentCount);
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if (resource->gl_id() <= 0)
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{
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delete resource;
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return FrameBufferRef();
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return TargetRef();
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}
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return FrameBufferRef(resource);
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return TargetRef(resource);
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}
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ShaderRef GraphicsBackend::create_shader(const ShaderData* data)
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@ -1227,7 +1227,7 @@ namespace Blah
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}
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else if (pass.target)
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{
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auto framebuffer = (OpenGL_FrameBuffer*)pass.target.get();
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auto framebuffer = (OpenGL_Target*)pass.target.get();
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gl.BindFramebuffer(GL_FRAMEBUFFER, framebuffer->gl_id());
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size.x = pass.target->width();
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size.y = pass.target->height();
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