render consecutive shaders to the fbo

not that big. see comments
This commit is contained in:
julia
2025-01-14 10:13:09 +11:00
committed by Mitchell Hashimoto
parent a2445359c4
commit 4cc1fa2111
2 changed files with 17 additions and 6 deletions

View File

@ -2350,11 +2350,9 @@ pub fn drawFrame(self: *OpenGL, surface: *apprt.Surface) !void {
}
/// Draw the custom shaders.
fn drawCustomPrograms(
self: *OpenGL,
custom_state: *custom.State,
) !void {
fn drawCustomPrograms(self: *OpenGL, custom_state: *custom.State) !void {
_ = self;
assert(custom_state.programs.len > 0);
// Bind our state that is global to all custom shaders
const custom_bind = try custom_state.bind();
@ -2363,8 +2361,22 @@ fn drawCustomPrograms(
// Setup the new frame
try custom_state.newFrame();
// To allow programs to retrieve each other via a texture
// then we must render the next shaders to the screen fbo.
// However, the first shader must be run while the default fbo
// is attached
{
const bind = try custom_state.programs[0].bind();
defer bind.unbind();
try bind.draw();
if (custom_state.programs.len == 1) return;
}
const fbobind = try custom_state.fbo.bind(.framebuffer);
defer fbobind.unbind();
// Go through each custom shader and draw it.
for (custom_state.programs) |program| {
for (custom_state.programs[1..]) |program| {
// Bind our cell program state, buffers
const bind = try program.bind();
defer bind.unbind();

View File

@ -251,7 +251,6 @@ pub const Program = struct {
const program = try gl.Program.createVF(
@embedFile("../shaders/custom.v.glsl"),
src,
//@embedFile("../shaders/temp.f.glsl"),
);
errdefer program.destroy();