Complete reformatting of the code following the KDE Frameworks formatting style
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@@ -3,8 +3,8 @@
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#include <cstddef>
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#include <iostream>
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Framebuffer::Framebuffer(uint32_t width, uint32_t height, ShaderProgram *shaderProgram) {
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Framebuffer::Framebuffer(uint32_t width, uint32_t height, ShaderProgram *shaderProgram)
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{
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this->shaderProgram = shaderProgram;
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glGenFramebuffers(1, &FBO);
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@@ -29,21 +29,24 @@ Framebuffer::Framebuffer(uint32_t width, uint32_t height, ShaderProgram *shaderP
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unbind();
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}
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Framebuffer::~Framebuffer() {
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Framebuffer::~Framebuffer()
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{
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glDeleteFramebuffers(1, &FBO);
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glDeleteTextures(2, textures);
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}
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void Framebuffer::bind() {
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void Framebuffer::bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, FBO);
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}
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void Framebuffer::unbind() {
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void Framebuffer::unbind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Framebuffer::render() {
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void Framebuffer::render()
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{
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// Disable wireframe mode
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GLint wireframe;
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glGetIntegerv(GL_POLYGON_MODE, &wireframe);
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@@ -66,13 +69,10 @@ void Framebuffer::render() {
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shaderProgram->unbind();
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}
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DepthMap::DepthMap(int TYPE, int RESOLUTION)
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: cubeMap(RESOLUTION) {
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if(TYPE == DEPTHMAP_NORMAL) {
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DepthMap::DepthMap(int TYPE, int RESOLUTION) :
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cubeMap(RESOLUTION)
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{
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if (TYPE == DEPTHMAP_NORMAL) {
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glGenFramebuffers(1, &depthMapFBO);
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glGenTextures(1, &depthMap);
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@@ -90,9 +90,7 @@ DepthMap::DepthMap(int TYPE, int RESOLUTION)
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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unbind();
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} else if(TYPE == DEPTHMAP_CUBEMAP) {
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} else if (TYPE == DEPTHMAP_CUBEMAP) {
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glGenFramebuffers(1, &depthMapFBO);
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// CubeMap is already created
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@@ -102,15 +100,15 @@ DepthMap::DepthMap(int TYPE, int RESOLUTION)
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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unbind();
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}
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}
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void DepthMap::bind() {
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void DepthMap::bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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}
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void DepthMap::unbind() {
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void DepthMap::unbind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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