Added FrameBuffer wrapper class
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@@ -286,7 +286,7 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
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void Renderer::PickingPass()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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m_PickingBuffer.Bind();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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@@ -356,7 +356,7 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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// Will return a vec3 where RG is the PickColor and B is the Depth
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glm::vec3 Renderer::GetClickedPixelData(float x, float y)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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m_PickingBuffer.Bind();
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glm::vec2 pixelData;
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glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -389,19 +389,8 @@ void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better lo
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
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glGenFramebuffers(1, &m_PickingBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_PickingTexture, 0);
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GLenum PickingBufferTextures[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, PickingBufferTextures);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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}
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