GL-related refactor

This commit is contained in:
MihailRis
2024-03-07 13:09:58 +03:00
parent f8e02e1b3b
commit 87edb1d45e
16 changed files with 224 additions and 111 deletions
+42 -14
View File
@@ -3,38 +3,66 @@
#include <GL/glew.h>
#include "Texture.h"
Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture)
: fbo(fbo), depth(depth), texture(std::move(texture))
{
if (texture) {
width = texture->getWidth();
height = texture->getHeight();
} else {
width = 0;
height = 0;
}
}
Framebuffer::Framebuffer(uint width, uint height, bool alpha)
: width(width), height(height) {
glGenFramebuffers(1, &fbo);
bind();
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
: width(width), height(height)
{
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Setup color attachment (texture)
GLuint tex;
GLuint format = alpha ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
texture = new Texture(tex, width, height);
texture = std::make_unique<Texture>(tex, width, height);
// Setup depth attachment
glGenRenderbuffers(1, &depth);
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
unbind();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Framebuffer::~Framebuffer() {
delete texture;
glDeleteFramebuffers(1, &fbo);
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &depth);
}
void Framebuffer::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
void Framebuffer::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Texture* Framebuffer::getTexture() const {
return texture.get();
}
uint Framebuffer::getWidth() const {
return width;
}
uint Framebuffer::getHeight() const {
return height;
}