Rework testing code
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@ -63,6 +63,8 @@ namespace glerminal
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unsigned int m_sprites_texture;
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unsigned int m_framebuffer;
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unsigned int m_framebuffer_backing_texture;
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unsigned int m_screen_framebuffer;
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unsigned int m_screen_framebuffer_backing_texture;
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unsigned int m_layer_colors_buffer;
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unsigned int m_layer_scales_buffer;
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unsigned int m_screen_size_uniform_location;
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@ -267,11 +267,13 @@ namespace glerminal
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glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA * LAYER_COUNT);
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glUseProgram(m_screen_program);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, m_screen_framebuffer);
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glBindVertexArray(m_screen_vao);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBlitNamedFramebuffer(m_screen_framebuffer, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glfwSwapBuffers(m_window);
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}
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@ -646,7 +648,10 @@ namespace glerminal
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throw std::runtime_error("");
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}
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// setup uniforms later
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// setup uniforms for screen shader
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glUseProgram(m_screen_program);
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glUniform1i(glGetUniformLocation(m_screen_program, LAYER_COUNT_UNIFORM_NAME), LAYER_COUNT);
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// -- setup textures --
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glGenTextures(1, &m_sprites_texture);
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@ -686,10 +691,24 @@ namespace glerminal
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glBindTextureUnit(1, m_framebuffer_backing_texture);
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// setup uniforms for screen shader
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glUseProgram(m_screen_program);
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// -- setup screen framebuffer --
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glGenFramebuffers(1, &m_screen_framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_screen_framebuffer);
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glUniform1i(glGetUniformLocation(m_screen_program, LAYER_COUNT_UNIFORM_NAME), LAYER_COUNT);
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glGenTextures(1, &m_screen_framebuffer_backing_texture);
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glBindTexture(GL_TEXTURE_2D, m_screen_framebuffer_backing_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, SCREEN_WIDTH, SCREEN_HEIGHT);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_screen_framebuffer_backing_texture, 0);
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}
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void glerminal::deinit_glfw()
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@ -701,6 +720,8 @@ namespace glerminal
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void glerminal::deinit_gl()
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{
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glDeleteFramebuffers(1, &m_screen_framebuffer);
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glDeleteTextures(1, &m_screen_framebuffer_backing_texture);
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glDeleteFramebuffers(1, &m_framebuffer);
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glDeleteTextures(1, &m_framebuffer_backing_texture);
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glDeleteTextures(1, &m_sprites_texture);
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@ -13,8 +13,12 @@ namespace
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void glerminal_test_save_image()
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{
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glReadBuffer(GL_LEFT);
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glReadPixels(0, 0, GRID_WIDTH * CELL_SCALE * 8, GRID_HEIGHT * CELL_SCALE * 8, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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// -- DIRTY HACK --
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//
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// GL_TEXTURE_2D is not rebound after setting up screen framebuffer
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// This code will break if this behavior changes
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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stbi_flip_vertically_on_write(true);
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stbi_write_png("image.png", GRID_WIDTH * CELL_SCALE * 8, GRID_HEIGHT * CELL_SCALE * 8, 3, pixels, 1280 * 3);
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