GL-related refactor
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@@ -3,38 +3,66 @@
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#include <GL/glew.h>
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#include "Texture.h"
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Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture)
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: fbo(fbo), depth(depth), texture(std::move(texture))
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{
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if (texture) {
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width = texture->getWidth();
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height = texture->getHeight();
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} else {
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width = 0;
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height = 0;
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}
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}
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Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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: width(width), height(height) {
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glGenFramebuffers(1, &fbo);
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bind();
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GLuint tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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: width(width), height(height)
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{
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Setup color attachment (texture)
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GLuint tex;
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GLuint format = alpha ? GL_RGBA : GL_RGB;
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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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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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
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texture = new Texture(tex, width, height);
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texture = std::make_unique<Texture>(tex, width, height);
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// Setup depth attachment
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glGenRenderbuffers(1, &depth);
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glBindRenderbuffer(GL_RENDERBUFFER, depth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
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unbind();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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Framebuffer::~Framebuffer() {
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delete texture;
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glDeleteFramebuffers(1, &fbo);
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glDeleteFramebuffers(1, &fbo);
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glDeleteRenderbuffers(1, &depth);
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}
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void Framebuffer::bind() {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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}
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void Framebuffer::unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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Texture* Framebuffer::getTexture() const {
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return texture.get();
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}
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uint Framebuffer::getWidth() const {
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return width;
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}
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uint Framebuffer::getHeight() const {
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return height;
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}
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