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Identify pre-generated textures

Brad Davis committed 10 years ago

Commit 09530271 parent fa23fa77 files · +23 −4Browse files

Showing the changes to libraries/render-utils/src/DeferredFramebuffer.cpp (1 of 7 files). Show all

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libraries/render-utils/src/DeferredFramebuffer.cpp+5−1
@@ -54,9 +54,11 @@ void DeferredFramebuffer::allocate() { · 53 unmodified lines
54 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);54 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
55 55
56 _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));56 _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
57 57 _deferredColorTexture->setSource("DeferredFramebuffer::_deferredColorTexture");
58 _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler));58 _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler));
59 _deferredNormalTexture->setSource("DeferredFramebuffer::_deferredNormalTexture");
59 _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));60 _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
61 _deferredSpecularTexture->setSource("DeferredFramebuffer::_deferredSpecularTexture");
60 62
61 _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);63 _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);
62 _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);64 _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);
@@ -67,6 +69,7 @@ void DeferredFramebuffer::allocate() { · 4 unmodified lines
67 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format69 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
68 if (!_primaryDepthTexture) {70 if (!_primaryDepthTexture) {
69 _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));71 _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
72 _primaryDepthTexture->setSource("DeferredFramebuffer::_primaryDepthTexture");
70 }73 }
71 74
72 _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);75 _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
@@ -77,6 +80,7 @@ void DeferredFramebuffer::allocate() { · 4 unmodified lines
77 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);80 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
78 81
79 _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));82 _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));
83 _lightingTexture->setSource("DeferredFramebuffer::_lightingTexture");
80 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());84 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
81 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);85 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
82 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);86 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);