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authorJulia <58243358+juliapaci@users.noreply.github.com>2025-01-24 07:57:14 +1100
committerGitHub <noreply@github.com>2025-01-23 20:57:14 +0000
commit9c8c53bffb9d5a8f4cc712fcea083fbf79f833c4 (patch)
treebb89340d04ccd79d4304a017cd71f66d90b93673 /src/renderer/OpenGL.zig
parentcd576120598e3f4dfbd2cc453c06df31a5c1561d (diff)
use main buffer and copy data to fbo texture (opengl) (#5294)
NEEDS REVIEW continuation of #5037 resolves #4729 renders all shaders to the default buffer and then copies it to the designated custom shader texture. this is a draft pr because: - it introduces a new shader "pipeline" which doesnt fit in with how the system was designed to work (which is only rendering to the fbo) - im not sure if this is the best way to achieve shaders being able to sample their output while also drawing to the screen. the cusom fbo (previous implementation) was useful in that it modularized the custom shader stage in rendering --------- Co-authored-by: Mitchell Hashimoto <m@mitchellh.com>
Diffstat (limited to 'src/renderer/OpenGL.zig')
-rw-r--r--src/renderer/OpenGL.zig18
1 files changed, 2 insertions, 16 deletions
diff --git a/src/renderer/OpenGL.zig b/src/renderer/OpenGL.zig
index 80fc3cab9..3e674c715 100644
--- a/src/renderer/OpenGL.zig
+++ b/src/renderer/OpenGL.zig
@@ -2363,26 +2363,12 @@ fn drawCustomPrograms(self: *OpenGL, custom_state: *custom.State) !void {
// Setup the new frame
try custom_state.newFrame();
- // To allow programs to retrieve each other via a texture
- // then we must render the next shaders to the screen fbo.
- // However, the first shader must be run while the default fbo
- // is attached
- {
- const bind = try custom_state.programs[0].bind();
- defer bind.unbind();
- try bind.draw();
- if (custom_state.programs.len == 1) return;
- }
-
- const fbobind = try custom_state.fbo.bind(.framebuffer);
- defer fbobind.unbind();
-
// Go through each custom shader and draw it.
- for (custom_state.programs[1..]) |program| {
- // Bind our cell program state, buffers
+ for (custom_state.programs) |program| {
const bind = try program.bind();
defer bind.unbind();
try bind.draw();
+ try custom_state.copyFramebuffer();
}
}