openframeworks / openframeworks/openFrameworks

Who FBO and MRT suggestions?

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core feature prelim-analysis section-2D
Dominant language
C++
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Description

The following usage is very cumbersome ...
I do not know how to optimize ...

ofFbo::Settings s;
s.width         = img.getWidth();
s.height            = img.getHeight();
s.internalformat    = GL_LUMINANCE;
s.numColorbuffers   = 7; 
baseMaskFbo.allocate(s);    
//////////////////////////////////////////////////////////////////////////
//MASK
//////////////////////////////////////////////////////////////////////////
baseMaskFbo.begin();

//Base
baseMaskShader.begin();
baseMaskShader.setUniform1f("blackBase",blackBase);
baseMaskShader.setUniform1f("whiteBase",whiteBase);
baseMaskShader.setUniform1f("strengthBaseMask",strengthBaseMask);
img.draw(0,0);
baseMaskShader.end();

//BLURX
blurXShader.begin();
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT); // write to this texture
ofClear(0, 0, 0, 0);
//ofSetColor(ofColor::white);
blurXShader.setUniform1i("radius", blurRadiusBaseMask);
baseMaskFbo.getTextureReference(0).draw(0, 0);
blurXShader.end();

//BLURY
blurYShader.begin();
glDrawBuffer(GL_COLOR_ATTACHMENT2_EXT); // write to this texture
ofClear(0, 0, 0, 0);
//ofSetColor(ofColor::white);
blurYShader.setUniform1i("radius", blurRadiusBaseMask);
baseMaskFbo.getTextureReference(1).draw(0, 0);
blurYShader.end();

//DILATEX
dilateXShader.begin();
glDrawBuffer(GL_COLOR_ATTACHMENT3_EXT); // write to this texture
ofClear(0, 0, 0, 0);
//ofSetColor(ofColor::white);
dilateXShader.setUniform1i("radius", dilateRadiusBaseMask);
baseMaskFbo.getTextureReference(2).draw(0, 0);
dilateXShader.end();

//DILATEY
dilateYShader.begin();
glDrawBuffer(GL_COLOR_ATTACHMENT4_EXT); // write to this texture
ofClear(0, 0, 0, 0);
//ofSetColor(ofColor::white);
dilateYShader.setUniform1i("radius", dilateRadiusBaseMask);
baseMaskFbo.getTextureReference(3).draw(0, 0);
dilateYShader.end();

//DILATEX
erodeXShader.begin();
glDrawBuffer(GL_COLOR_ATTACHMENT5_EXT); // write to this texture
ofClear(0, 0, 0, 0);
//ofSetColor(ofColor::white);
erodeXShader.setUniform1i("radius", erodeRadiusBaseMask);
baseMaskFbo.getTextureReference(4).draw(0, 0);
erodeXShader.end();

//DILATEY
erodeYShader.begin();
glDrawBuffer(GL_COLOR_ATTACHMENT6_EXT); // write to this texture
ofClear(0, 0, 0, 0);
//ofSetColor(ofColor::white);
erodeYShader.setUniform1i("radius", erodeRadiusBaseMask);
baseMaskFbo.getTextureReference(5).draw(0, 0);
erodeYShader.end();

baseMaskFbo.end();


baseMaskFbo.getTextureReference(0).draw(0,0);  //Base
baseMaskFbo.getTextureReference(2).draw(0,0); //Blur
baseMaskFbo.getTextureReference(4).draw(0,0); //Dilate
baseMaskFbo.getTextureReference(6).draw(0,0); //Erode

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First steps

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  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by tracing the ofFbo::Settings allocation and the baseMaskFbo sequence using glDrawBuffer and getTextureReference in the provided example. The issue asks for usage or optimization guidance but names no target files, tests, or acceptance criteria, so the definition of done needs clarification.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
computer-graphics
Issue type
Documentation
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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