enum framebuffer_attachment_type{
k_framebuffer_attachment_type_none,
- k_framebuffer_attachment_type_colour,
- k_framebuffer_attachment_type_renderbuffer
+ k_framebuffer_attachment_type_texture,
+ k_framebuffer_attachment_type_renderbuffer,
+ k_framebuffer_attachment_type_texture_depth
}
purpose;
.attachments =
{
{
- "colour", k_framebuffer_attachment_type_colour,
+ "colour", k_framebuffer_attachment_type_texture,
.internalformat = GL_RGB,
.format = GL_RGB,
.attachment = GL_COLOR_ATTACHMENT0
},
{
- "motion", k_framebuffer_attachment_type_colour,
+ "motion", k_framebuffer_attachment_type_texture,
.quality = k_framebuffer_quality_high_only,
.internalformat = GL_RG16F,
.internalformat = GL_DEPTH24_STENCIL8,
#else
- "depth_stencil", k_framebuffer_attachment_type_colour,
+ "depth_stencil", k_framebuffer_attachment_type_texture_depth,
.internalformat = GL_DEPTH24_STENCIL8,
.format = GL_DEPTH_STENCIL,
.type = GL_UNSIGNED_INT_24_8,
.attachments =
{
{
- "colour", k_framebuffer_attachment_type_colour,
+ "colour", k_framebuffer_attachment_type_texture,
.internalformat = GL_RGB,
.format = GL_RGB,
.type = GL_UNSIGNED_BYTE,
.attachments =
{
{
- "colour", k_framebuffer_attachment_type_colour,
+ "colour", k_framebuffer_attachment_type_texture,
.internalformat = GL_RED,
.format = GL_RED,
.type = GL_UNSIGNED_BYTE,
{
struct framebuffer_attachment *at = &fb->attachments[attachment];
- if( at->purpose != k_framebuffer_attachment_type_colour ){
- vg_fatal_exit_loop( "illegal operation: bind non-colour framebuffer"
+ if( (at->purpose != k_framebuffer_attachment_type_texture) &&
+ (at->purpose != k_framebuffer_attachment_type_texture_depth) )
+ {
+ vg_fatal_exit_loop( "illegal operation: bind non-texture framebuffer"
" attachment to texture slot" );
}
glBindRenderbuffer( GL_RENDERBUFFER, a->id );
glRenderbufferStorage( GL_RENDERBUFFER, a->internalformat, rx, ry );
}
- else if( a->purpose == k_framebuffer_attachment_type_colour ){
+ else if( a->purpose == k_framebuffer_attachment_type_texture ||
+ a->purpose == k_framebuffer_attachment_type_texture_depth )
+ {
glBindTexture( GL_TEXTURE_2D, a->id );
glTexImage2D( GL_TEXTURE_2D, 0, a->internalformat, rx, ry,
0, a->format, a->type, NULL );
GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, attachment->id );
}
- else if( attachment->purpose == k_framebuffer_attachment_type_colour ){
+ else if( attachment->purpose == k_framebuffer_attachment_type_texture ||
+ attachment->purpose == k_framebuffer_attachment_type_texture_depth )
+ {
glGenTextures( 1, &attachment->id );
render_fb_allocate_texture( fb, attachment );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glFramebufferTexture2D( GL_FRAMEBUFFER, attachment->attachment,
GL_TEXTURE_2D, attachment->id, 0 );
- colour_attachments[ colour_count ++ ] = attachment->attachment;
+ if( attachment->purpose == k_framebuffer_attachment_type_texture )
+ colour_attachments[ colour_count ++ ] = attachment->attachment;
}
}