Attempt to fix travis ci
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@@ -107,35 +107,35 @@ RTT::RTT()
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RenderTargetTextures[RTT_TMP_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_LOG_LUMINANCE] = generateRTT(shadowsize0, GL_R16F, GL_RED, GL_FLOAT);
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FrameBuffers.reserve(FBO_COUNT);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_SSAO]}, res.Width, res.Height);
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_SSAO]}, res.Width, res.Height));
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// Clear this FBO to 1s so that if no SSAO is computed we can still use it.
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glClearColor(1., 1., 1., 1.);
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glClear(GL_COLOR_BUFFER_BIT);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_NORMAL_AND_DEPTH]}, DepthStencilTexture, res.Width, res.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP1], RenderTargetTextures[RTT_TMP2]}, DepthStencilTexture, res.Width, res.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_COLOR]}, DepthStencilTexture, res.Width, res.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_LOG_LUMINANCE]}, res.Width, res.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_MLAA_COLORS]}, res.Width, res.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP1]}, DepthStencilTexture, res.Width, res.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP2]}, DepthStencilTexture, res.Width, res.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP4]}, res.Width, res.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_LINEAR_DEPTH]}, res.Width, res.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_HALF1]}, half.Width, half.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_HALF2]}, half.Width, half.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_QUARTER1]}, quarter.Width, quarter.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_QUARTER2]}, quarter.Width, quarter.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_EIGHTH1]}, eighth.Width, eighth.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_EIGHTH2]}, eighth.Width, eighth.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_DISPLACE]}, DepthStencilTexture, res.Width, res.Height);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_1024]}, 1024, 1024);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_512]}, 512, 512);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_512]}, 512, 512);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_256]}, 256, 256);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_256]}, 256, 256);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_128]}, 128, 128);
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FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_128]}, 128, 128);
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_NORMAL_AND_DEPTH]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP1], RenderTargetTextures[RTT_TMP2]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_COLOR]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_LOG_LUMINANCE]}, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_MLAA_COLORS]}, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP1]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP2]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP4]}, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_LINEAR_DEPTH]}, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_HALF1]}, half.Width, half.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_HALF2]}, half.Width, half.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_QUARTER1]}, quarter.Width, quarter.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_QUARTER2]}, quarter.Width, quarter.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_EIGHTH1]}, eighth.Width, eighth.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_EIGHTH2]}, eighth.Width, eighth.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_DISPLACE]}, DepthStencilTexture, res.Width, res.Height));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_1024]}, 1024, 1024));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_512]}, 512, 512));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_512]}, 512, 512));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_256]}, 256, 256));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_256]}, 256, 256));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_128]}, 128, 128));
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FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_128]}, 128, 128));
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if (irr_driver->getGLSLVersion() >= 150)
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{
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@@ -18,6 +18,7 @@
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#define HEADER_RTTS_HPP
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#include "graphics/glwrap.hpp"
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#include "utils/ptr_vector.hpp"
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namespace irr {
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namespace video {
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@@ -122,7 +123,7 @@ public:
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FrameBuffer& getFBO(enum TypeFBO fbo) { return FrameBuffers[fbo]; }
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private:
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unsigned RenderTargetTextures[RTT_COUNT];
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std::vector<FrameBuffer> FrameBuffers;
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PtrVector<FrameBuffer> FrameBuffers;
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unsigned DepthStencilTexture;
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unsigned shadowFBO, shadowColorTex, shadowDepthTex;
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