FGLRenderBuffers::~FGLRenderBuffers()
{
	ClearScene();
	ClearPipeline();
	ClearEyeBuffers();
	ClearShadowMap();
	DeleteTexture(mDitherTexture);
}
FGLRenderBuffers::~FGLRenderBuffers()
{
	ClearScene();
	ClearPipeline();
	ClearEyeBuffers();
	ClearBloom();
	ClearExposureLevels();
}
void FGLRenderBuffers::CreatePipeline(int width, int height)
{
	ClearPipeline();
	ClearEyeBuffers();

	for (int i = 0; i < NumPipelineTextures; i++)
	{
		mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height);
		mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]);
	}
}
void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
{
	if (width <= 0 || height <= 0)
		I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);

	int samples = clamp((int)gl_multisample, 0, mMaxSamples);
	bool needsSceneTextures = (gl_ssao != 0);

	GLint activeTex;
	GLint textureBinding;
	glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
	glActiveTexture(GL_TEXTURE0);
	glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);

	if (width != mWidth || height != mHeight)
		CreatePipeline(width, height);

	if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures)
		CreateScene(width, height, samples, needsSceneTextures);

	mWidth = width;
	mHeight = height;
	mSamples = samples;
	mSceneUsesTextures = needsSceneTextures;
	mSceneWidth = sceneWidth;
	mSceneHeight = sceneHeight;

	glBindTexture(GL_TEXTURE_2D, textureBinding);
	glActiveTexture(activeTex);
	glBindRenderbuffer(GL_RENDERBUFFER, 0);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	if (FailedCreate)
	{
		ClearScene();
		ClearPipeline();
		ClearEyeBuffers();
		mWidth = 0;
		mHeight = 0;
		mSamples = 0;
		mSceneWidth = 0;
		mSceneHeight = 0;
		I_FatalError("Unable to create render buffers.");
	}
}
bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
{
	if (gl_renderbuffers != BuffersActive)
	{
		if (BuffersActive)
			glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
		BuffersActive = gl_renderbuffers;
		GLRenderer->mShaderManager->ResetFixedColormap();
	}

	if (!IsEnabled())
		return false;
		
	if (width <= 0 || height <= 0)
		I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);

	int samples = clamp((int)gl_multisample, 0, mMaxSamples);
	bool needsSceneTextures = (gl_ssao != 0);

	GLint activeTex;
	GLint textureBinding;
	glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
	glActiveTexture(GL_TEXTURE0);
	glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);

	if (width != mWidth || height != mHeight)
		CreatePipeline(width, height);

	if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures)
		CreateScene(width, height, samples, needsSceneTextures);

	mWidth = width;
	mHeight = height;
	mSamples = samples;
	mSceneUsesTextures = needsSceneTextures;

	// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
	if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
	{
		CreateBloom(sceneWidth, sceneHeight);
		CreateExposureLevels(sceneWidth, sceneHeight);
		CreateAmbientOcclusion(sceneWidth, sceneHeight);
		mSceneWidth = sceneWidth;
		mSceneHeight = sceneHeight;
	}

	glBindTexture(GL_TEXTURE_2D, textureBinding);
	glActiveTexture(activeTex);
	glBindRenderbuffer(GL_RENDERBUFFER, 0);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	if (FailedCreate)
	{
		ClearScene();
		ClearPipeline();
		ClearEyeBuffers();
		ClearBloom();
		ClearExposureLevels();
		mWidth = 0;
		mHeight = 0;
		mSamples = 0;
		mSceneWidth = 0;
		mSceneHeight = 0;
	}

	return !FailedCreate;
}