added full blending pipeline

This commit is contained in:
itsmattkc
2019-01-28 02:31:12 +11:00
parent 0522868076
commit d1ff026424
10 changed files with 373 additions and 104 deletions
+5 -4
View File
@@ -70,11 +70,11 @@ void RenderThread::run() {
// create texture
glGenTextures(1, &front_texture);
glGenTextures(1, &back_buffer_1);
glGenTextures(1, &back_buffer_2);
glGenTextures(1, &back_texture_1);
glGenTextures(1, &back_texture_2);
GLuint fbos[3] = {front_buffer, back_buffer_1, back_buffer_2};
GLuint textures[3] = {front_buffer, back_buffer_1, back_buffer_2};
GLuint textures[3] = {front_texture, back_texture_1, back_texture_2};
for (int i=0;i<3;i++) {
// bind framebuffer for attaching
@@ -85,7 +85,7 @@ void RenderThread::run() {
// allocate storage for texture
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB, seq->width, seq->height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr
GL_TEXTURE_2D, 0, GL_RGBA, seq->width, seq->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr
);
// set texture filtering to bilinear
@@ -174,6 +174,7 @@ void RenderThread::paint() {
params.backend_attachment1 = back_texture_1;
params.backend_attachment2 = back_texture_2;
params.main_buffer = front_buffer;
params.main_attachment = front_texture;
compose_sequence(params);
texture_failed = params.texture_failed;