79 lines
2.5 KiB
C++
79 lines
2.5 KiB
C++
#include "graphics/frame_buffer.h"
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#include "core/vec3.h"
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#include "graphics/gl_ext.h"
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namespace Lumix
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{
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FrameBuffer::FrameBuffer(int width, int height, int render_buffers, const char* name)
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{
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m_name = name;
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m_width = width;
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m_height = height;
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glGenFramebuffersEXT(1, &m_id);
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glGenRenderbuffersEXT(RENDERBUFFERS_COUNT, m_renderbuffers);
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glGenTextures(RENDERBUFFERS_COUNT, m_textures);
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glBindFramebufferEXT(GL_FRAMEBUFFER, m_id);
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for(int i = 0; i < RENDERBUFFERS_COUNT; ++i)
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{
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if(render_buffers & (1 << i))
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{
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if(i == DEPTH)
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{
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glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_renderbuffers[DEPTH]);
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glBindTexture(GL_TEXTURE_2D, m_textures[DEPTH]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_textures[DEPTH], 0);
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}
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else
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{
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glBindRenderbuffer(GL_RENDERBUFFER, m_renderbuffers[i]);
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glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_RGBA32F_ARB, width, height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER, m_renderbuffers[i]);
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glBindTexture(GL_TEXTURE_2D, m_textures[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0);
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}
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}
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}
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//GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
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m_render_buffers = render_buffers;
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glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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}
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FrameBuffer::~FrameBuffer()
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{
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glDeleteFramebuffers(1, &m_id);
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glDeleteTextures(RENDERBUFFERS_COUNT, m_textures);
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}
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void FrameBuffer::bind()
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER, m_id);
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}
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void FrameBuffer::unbind()
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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}
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} // ~namespace Lumix
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