]> git.tdb.fi Git - libs/gl.git/commitdiff
Refactor Framebuffer::update_attachment for less indentation
authorMikko Rasa <tdb@tdb.fi>
Fri, 28 Oct 2016 15:54:39 +0000 (18:54 +0300)
committerMikko Rasa <tdb@tdb.fi>
Fri, 28 Oct 2016 15:54:39 +0000 (18:54 +0300)
source/framebuffer.cpp

index 1c2ae519bade1ef1059df7ff1a43dbdd33a23440..a80ea62b223830226f457f8e63135b3f9c77a857 100644 (file)
@@ -81,49 +81,50 @@ Framebuffer::~Framebuffer()
 
 void Framebuffer::update_attachment(unsigned mask) const
 {
-       if(current()==this)
+       if(current()!=this)
        {
-               std::vector<GLenum> color_bufs;
-               color_bufs.reserve(attachments.size());
-               for(unsigned i=0; i<attachments.size(); ++i)
+               dirty |= mask;
+               return;
+       }
+
+       std::vector<GLenum> color_bufs;
+       color_bufs.reserve(attachments.size());
+       for(unsigned i=0; i<attachments.size(); ++i)
+       {
+               const Attachment &attch = attachments[i];
+               if(mask&(1<<i))
                {
-                       const Attachment &attch = attachments[i];
-                       if(mask&(1<<i))
+                       if(attch.type==GL_RENDERBUFFER)
+                               glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, GL_RENDERBUFFER, attch.rbuf->get_id());
+                       else if(attch.type==GL_TEXTURE_2D)
                        {
-                               if(attch.type==GL_RENDERBUFFER)
-                                       glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, GL_RENDERBUFFER, attch.rbuf->get_id());
-                               else if(attch.type==GL_TEXTURE_2D)
-                               {
-                                       static_cast<Texture2D *>(attch.tex)->allocate(attch.level);
-                                       glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level);
-                               }
-                               else if(attch.type==GL_TEXTURE_CUBE_MAP)
-                               {
-                                       static_cast<TextureCube *>(attch.tex)->allocate(attch.level);
-                                       glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.cube_face, attch.tex->get_id(), attch.level);
-                               }
-                               else
-                                       glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, 0, 0);
+                               static_cast<Texture2D *>(attch.tex)->allocate(attch.level);
+                               glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level);
                        }
-
-                       if(attch.attachment>=COLOR_ATTACHMENT0 && attch.attachment<=COLOR_ATTACHMENT3)
-                               color_bufs.push_back(attch.attachment);
+                       else if(attch.type==GL_TEXTURE_CUBE_MAP)
+                       {
+                               static_cast<TextureCube *>(attch.tex)->allocate(attch.level);
+                               glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.cube_face, attch.tex->get_id(), attch.level);
+                       }
+                       else
+                               glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, 0, 0);
                }
 
-               if(color_bufs.size()>1)
-                       static Require _req(ARB_draw_buffers);
+               if(attch.attachment>=COLOR_ATTACHMENT0 && attch.attachment<=COLOR_ATTACHMENT3)
+                       color_bufs.push_back(attch.attachment);
+       }
+
+       if(color_bufs.size()>1)
+               static Require _req(ARB_draw_buffers);
 
-               GLenum first_buffer = (color_bufs.empty() ? GL_NONE : color_bufs.front());
-               if(ARB_draw_buffers)
-                       glDrawBuffers(color_bufs.size(), &color_bufs[0]);
-               else if(MSP_draw_buffer)
-                       glDrawBuffer(first_buffer);
+       GLenum first_buffer = (color_bufs.empty() ? GL_NONE : color_bufs.front());
+       if(ARB_draw_buffers)
+               glDrawBuffers(color_bufs.size(), &color_bufs[0]);
+       else if(MSP_draw_buffer)
+               glDrawBuffer(first_buffer);
 
-               if(MSP_draw_buffer)
-                       glReadBuffer(first_buffer);
-       }
-       else
-               dirty |= mask;
+       if(MSP_draw_buffer)
+               glReadBuffer(first_buffer);
 }
 
 void Framebuffer::check_size()