fixed fbos tmp
parent
c448d21a8e
commit
37e8bb144c
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@ -117,11 +117,22 @@ public class Litecraft extends Game{
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return system;
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}
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//temp stuff to test out fbo fixes
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int oldWindowWidth = Window.width;
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int oldWindowHeight = Window.height;
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@Override
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public void update() {
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ginger3D.update(data);
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if(oldWindowHeight != Window.height || oldWindowWidth != Window.width) {
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System.out.println("Windows size changed");
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ginger3D.contrastFbo.resizeFBOs();
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}
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oldWindowWidth = Window.width;
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oldWindowHeight = Window.height;
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ginger3D.masterRenderer.renderShadowMap(data.entities, data.lights.get(0));
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data.camera.move();
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@ -138,9 +149,7 @@ public class Litecraft extends Game{
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boolean isClicked = playButton.isClicked();
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playButton.update();
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if(text == null) {System.out.println("Yes is null crusty foss time");}
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text.setText(isClicked + "");
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ginger3D.renderOverlays(this);
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@ -5,6 +5,7 @@ import java.util.*;
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import com.github.hydos.ginger.engine.api.game.Game;
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import com.github.hydos.ginger.engine.elements.buttons.TextureButton;
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import com.github.hydos.ginger.engine.font.GUIText;
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import com.github.hydos.ginger.engine.postprocessing.Fbo;
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/**
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* Used if a game wants to access engine variables safely
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@ -15,7 +16,9 @@ public class GingerRegister {
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public List<GUIText> texts;
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public List<TextureButton> guiButtons;
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public List<Fbo> fbos;
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public Game game;
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public GingerRegister() {
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@ -28,9 +31,7 @@ public class GingerRegister {
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}
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public GUIText retrieveText(String string) {
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GUIText lastText = null;
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for(GUIText text: texts) {
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lastText = text;
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if(string.equalsIgnoreCase(string)) {
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return text;
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}
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@ -17,7 +17,7 @@ public class Fbo {
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long window;
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int width = 1024;
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int height = 768;
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boolean resetFramebuffer;
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public boolean resetFramebuffer;
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boolean destroyed;
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Object lock = new Object();
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@ -45,6 +45,8 @@ public class Fbo {
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public void createFBO() {
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this.window = Window.window;
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this.width = Window.width;
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this.height = Window.height;
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/* Create multisampled FBO */
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multisampledColorRenderBuffer = glGenRenderbuffers();
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multisampledDepthRenderBuffer = glGenRenderbuffers();
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@ -48,6 +48,6 @@ void main(void){
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out_Color = vec4(totalDiffuse, 1.0) * textureColour + vec4(totalSpecular, 1.0);
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out_Color = mix(vec4(skyColour, 1.0), out_Color, visibility);
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out_Color = vec4(out_Color.r*brightness, out_Color.b*brightness, out_Color.g*brightness, out_Color.a);
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out_Color = vec4(out_Color.r*brightness, out_Color.g*brightness, out_Color.b*brightness, out_Color.a);
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}
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