Change fb_color to a Renderbuffer (was a Texture)
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d0cd81fbf9
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15fc418501
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@ -902,7 +902,7 @@ impl Framebuffer {
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}
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}
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pub fn renderbuffer(&self, attachment: Attachment, rb: Renderbuffer) {
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pub fn renderbuffer(&self, attachment: Attachment, rb: &Renderbuffer) {
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unsafe {
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glow_context().framebuffer_renderbuffer(
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gl::FRAMEBUFFER,
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@ -760,7 +760,7 @@ impl Renderer {
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struct TransInfo {
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main: gl::Framebuffer,
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fb_color: gl::Texture,
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fb_color: gl::Renderbuffer,
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_fb_depth: gl::Texture,
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trans: gl::Framebuffer,
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accum: gl::Texture,
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@ -855,21 +855,15 @@ impl TransInfo {
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// TODO: support rendering to a multisample renderbuffer for MSAA, using glRenderbufferStorageMultisample
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// https://github.com/iceiix/stevenarella/pull/442
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let fb_color = gl::Texture::new();
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fb_color.bind(gl::TEXTURE_2D);
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fb_color.image_2d(
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gl::TEXTURE_2D,
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0,
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width,
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height,
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gl::RGBA,
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gl::UNSIGNED_BYTE,
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None,
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);
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fb_color.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
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fb_color.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
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let fb_color = gl::Renderbuffer::new();
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fb_color.bind();
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fb_color.storage(width, height, gl::RGBA8);
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//fb_color.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
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//fb_color.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
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//main.texture_2d(gl::COLOR_ATTACHMENT_0, gl::TEXTURE_2D, &fb_color, 0);
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main.renderbuffer(gl::COLOR_ATTACHMENT_0, &fb_color);
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main.texture_2d(gl::COLOR_ATTACHMENT_0, gl::TEXTURE_2D, &fb_color, 0);
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let fb_depth = gl::Texture::new();
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fb_depth.bind(gl::TEXTURE_2D);
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fb_depth.image_2d_ex(
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@ -929,7 +923,7 @@ impl TransInfo {
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gl::active_texture(1);
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self.revealage.bind(gl::TEXTURE_2D);
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gl::active_texture(2);
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self.fb_color.bind(gl::TEXTURE_2D);
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self.fb_color.bind();
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shader.program.use_program();
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shader.accum.set_int(0);
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