#include "Framebuffer.hpp" #include #include "Texture.hpp" #include "debug/Logger.hpp" static debug::Logger logger("gl-framebuffer"); Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr texture) : fbo(fbo), depth(depth), texture(std::move(texture)) { if (this->texture) { width = this->texture->getWidth(); height = this->texture->getHeight(); } else { width = 0; height = 0; } } static std::unique_ptr create_texture(int width, int height, int format) { GLuint tex; 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); return std::make_unique(tex, width, height); } Framebuffer::Framebuffer(uint width, uint height, bool alpha) : width(width), height(height) { glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); format = alpha ? GL_RGBA : GL_RGB; // Setup color attachment (texture) texture = create_texture(width, height, format); // 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); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { logger.error() << "framebuffer is not complete!"; } glBindFramebuffer(GL_FRAMEBUFFER, 0); } Framebuffer::~Framebuffer() { glDeleteFramebuffers(1, &fbo); glDeleteRenderbuffers(1, &depth); } void Framebuffer::bind() { glBindFramebuffer(GL_FRAMEBUFFER, fbo); } void Framebuffer::unbind() { glBindFramebuffer(GL_FRAMEBUFFER, 0); } void Framebuffer::resize(uint width, uint height) { if (this->width == width && this->height == height) { return; } this->width = width; this->height = height; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindRenderbuffer(GL_RENDERBUFFER, depth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height); glBindRenderbuffer(GL_RENDERBUFFER, 0); texture = create_texture(width, height, format); glBindFramebuffer(GL_FRAMEBUFFER, 0); } Texture* Framebuffer::getTexture() const { return texture.get(); } uint Framebuffer::getWidth() const { return width; } uint Framebuffer::getHeight() const { return height; } uint Framebuffer::getFBO() const { return fbo; }