WIP stencil stuff
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@@ -39,10 +39,13 @@ void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
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void FrameBuffer::Generate()
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{
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GLERROR("PRE");
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std::vector<GLenum> attachments;
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glGenFramebuffers(1, &m_BufferHandle);
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glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
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GLERROR("1");
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for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
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switch ((*it)->m_ResourceType) {
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@@ -56,20 +59,30 @@ void FrameBuffer::Generate()
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GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
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break;
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}
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT || (*it)->m_Attachment != GL_STENCIL_ATTACHMENT || (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
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GLERROR("2");
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
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attachments.push_back((*it)->m_Attachment);
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}
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GLERROR("Attachment");
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}
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GLERROR("3");
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GLenum* bufferTextures = &attachments[0];
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glDrawBuffers(attachments.size(), bufferTextures);
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if(GLERROR("4")) {
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printf("hello");
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}
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if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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GLERROR("Framebuffer incomplete");
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//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
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exit(EXIT_FAILURE);
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}
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GLERROR("END");
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}
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void FrameBuffer::Bind()
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