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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 22:01:52 +09:00
shader: auto versioning and feature selection to allow broader compatibility
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@@ -33,7 +33,7 @@ public class Float16FrameBuffer extends FrameBuffer {
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* @param hasDepth whether to attach a depth buffer
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* @throws GdxRuntimeException in case the FrameBuffer could not be created */
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public Float16FrameBuffer (int width, int height, boolean hasDepth) {
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if (App.operationSystem.equals("OSX")) { // disable float framebuffer for Apple M chips
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/*if (!App.gl40capable || App.operationSystem.equals("OSX")) { // disable float framebuffer for Apple M chips
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FrameBufferBuilder bufferBuilder = new FrameBufferBuilder(width, height);
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bufferBuilder.addColorTextureAttachment(GL20.GL_RGBA, GL20.GL_RGBA, GL20.GL_UNSIGNED_SHORT); // but 16bpp int works perfectly?!
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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@@ -44,14 +44,19 @@ public class Float16FrameBuffer extends FrameBuffer {
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bufferBuilder.addFloatAttachment(GL30.GL_RGBA16F, GL30.GL_RGBA, GL30.GL_FLOAT, false);
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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this.bufferBuilder = bufferBuilder;
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}
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}*/
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FrameBufferBuilder bufferBuilder = new FrameBufferBuilder(width, height);
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bufferBuilder.addColorTextureAttachment(GL20.GL_RGBA, GL20.GL_RGBA, GL20.GL_UNSIGNED_SHORT); // but 16bpp int works perfectly?!
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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this.bufferBuilder = bufferBuilder;
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build();
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}
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@Override
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protected Texture createTexture (FrameBufferTextureAttachmentSpec attachmentSpec) {
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if (App.operationSystem.equals("OSX")) {
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/*if (!App.gl40capable || App.operationSystem.equals("OSX")) {
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GLOnlyTextureData data = new GLOnlyTextureData(bufferBuilder.width, bufferBuilder.height, 0, attachmentSpec.internalFormat,
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attachmentSpec.format, attachmentSpec.type);
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Texture result = new Texture(data);
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@@ -66,7 +71,14 @@ public class Float16FrameBuffer extends FrameBuffer {
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result.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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result.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
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return result;
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}
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}*/
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GLOnlyTextureData data = new GLOnlyTextureData(bufferBuilder.width, bufferBuilder.height, 0, attachmentSpec.internalFormat,
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attachmentSpec.format, attachmentSpec.type);
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Texture result = new Texture(data);
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result.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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result.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
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return result;
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}
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}
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