Removed Boost dependency, WIP Android (Vulkan) support

This commit is contained in:
2018-11-13 18:39:32 +07:00
parent 891de4c474
commit 667ff5e4f2
22 changed files with 813 additions and 75 deletions

View File

@@ -553,7 +553,7 @@ void KRCamera::createBuffers(GLint renderBufferWidth, GLint renderBufferHeight)
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_backingWidth, m_backingHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL));
GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_backingWidth, m_backingHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
GLDEBUG(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, compositeColorTexture, 0));
// ----- Create Depth Texture for compositeFramebuffer -----
@@ -579,7 +579,7 @@ void KRCamera::createBuffers(GLint renderBufferWidth, GLint renderBufferHeight)
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_backingWidth, m_backingHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL));
GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_backingWidth, m_backingHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
GLDEBUG(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, lightAccumulationTexture, 0));
}
@@ -618,7 +618,7 @@ void KRCamera::createBuffers(GLint renderBufferWidth, GLint renderBufferHeight)
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, volumetricBufferWidth, volumetricBufferHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL));
GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, volumetricBufferWidth, volumetricBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
GLDEBUG(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, volumetricLightAccumulationTexture, 0));
}
}