void Application::init() { GLenum e = glGetError(); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); e = glGetError(); m_camera.SetMode(MODELVIEWER); //m_camera.SetMode(FREE); m_camera.SetPosition(glm::vec3(6.0f, 6.0f, 6.0f)); m_camera.SetLookAt(glm::vec3(0.0f, 0.0f, 0.0f)); m_camera.SetClipping(0.01f, 100.0f); m_camera.SetFOV(60); m_camera.SetViewport(0, 0, m_width, m_height); m_camera.camera_scale = 0.01f; glGenBuffers(1, &m_transformation_buffer); glBindBuffer(GL_UNIFORM_BUFFER, m_transformation_buffer); glBufferData(GL_UNIFORM_BUFFER, 3 * sizeof(glm::mat4), NULL, GL_DYNAMIC_DRAW); glGenBuffers(1, &m_lighting_buffer); glBindBuffer(GL_UNIFORM_BUFFER, m_lighting_buffer); glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::vec4), NULL, GL_DYNAMIC_DRAW); glGenBuffers(1, &m_general_buffer); glBindBuffer(GL_UNIFORM_BUFFER, m_general_buffer); glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::vec4), NULL, GL_DYNAMIC_DRAW); prepareFBO(); }
FrameBufferContainer::FrameBufferContainer(int bufferWidth, int bufferHeight, GLenum textureFilter, GLenum internalFormat, GLenum type) { _bufferWidth = bufferWidth; _bufferHeight = bufferHeight; _textureFilter = textureFilter; _internalFormat = internalFormat; _type = type; prepareFBO(); }
FrameBufferContainer::FrameBufferContainer(int bufferWidth, int bufferHeight) { _bufferWidth = bufferWidth; _bufferHeight = bufferHeight; _textureFilter = GL_NEAREST; _internalFormat = GL_RGBA32F; _type = GL_FLOAT; prepareFBO(); }