fully remove framebuffer linearized test
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@ -328,8 +328,6 @@ public class RenderingEngine {
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//default framebuffer
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defaultFramebuffer = new Framebuffer(GL_DEFAULT_FRAMEBUFFER);
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// FramebufferUtils.framebufferUtilsTest();
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//generate framebuffers
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screenTextureColor = FramebufferUtils.generateScreenTextureColorAlpha(openGLState, Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT);
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@ -43,53 +43,6 @@ import static org.lwjgl.opengl.GL45.glNamedFramebufferReadBuffer;
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*/
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public class FramebufferUtils {
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public static void framebufferUtilsTest(){
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OpenGLState openGLState = Globals.renderingEngine.getOpenGLState();
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int width = Globals.WINDOW_WIDTH;
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int height = Globals.WINDOW_HEIGHT;
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//
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//Texture 1
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//
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Texture screenTextureColor = new Texture();
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screenTextureColor.glTexImage2D(openGLState, width, height, GL_RGBA, GL_UNSIGNED_BYTE);
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screenTextureColor.setMinFilter(openGLState, GL_LINEAR);
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screenTextureColor.setMagFilter(openGLState, GL_LINEAR);
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//these make sure the texture actually clamps to the borders of the quad
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screenTextureColor.setWrap(openGLState, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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screenTextureColor.setWrap(openGLState, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//guarantees that the texture object has actually been created (calling gen buffers does not guarantee object creation)
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screenTextureColor.bind(openGLState);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, Texture.DEFAULT_TEXTURE);
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screenTextureColor.checkStatus(openGLState);
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//
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//Texture 2
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//
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Texture screenTextureDepth = new Texture();
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screenTextureDepth.glTexImage2D(openGLState, width, height, GL_DEPTH_COMPONENT, GL_FLOAT);
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//guarantees that the texture object has actually been created (calling gen buffers does not guarantee object creation)
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screenTextureDepth.bind(openGLState);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, Texture.DEFAULT_TEXTURE);
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screenTextureDepth.checkStatus(openGLState);
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//
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//Franebuffer
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//
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Framebuffer screenFramebuffer = new Framebuffer();
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//bind texture to fbo
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screenFramebuffer.setMipMapLevel(0);
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screenFramebuffer.attachTexture(openGLState,screenTextureColor);
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screenFramebuffer.setDepthAttachment(openGLState,screenTextureDepth);
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//check make sure compiled
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screenFramebuffer.checkStatus();
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}
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public static Texture generateScreenTextureColor(OpenGLState openGLState, int width, int height){
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Texture texture = new Texture();
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texture.glTexImage2D(openGLState, width, height, GL_RGB, GL_UNSIGNED_BYTE);
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