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FrameBuffer.cpp
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#include "FrameBuffer.hpp"
FrameBuffer::FrameBuffer(int w, int h, bool drawcolor) : m_texture(0), m_depthTexture(0), m_depthRenderBuffer(0), m_width(w), m_height(h)
{
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
if (drawcolor) glDrawBuffer(GL_COLOR_ATTACHMENT0);
else glDrawBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
CHECK_GL_ERRORS;
}
FrameBuffer::~FrameBuffer()
{
glDeleteFramebuffers(1, &m_fbo);
glDeleteTextures(1, &m_texture);
glDeleteTextures(1, &m_depthTexture);
glDeleteRenderbuffers(1, &m_depthRenderBuffer);
CHECK_GL_ERRORS;
}
void FrameBuffer::bind()
{
glBindTexture(GL_TEXTURE_2D, 0); // ensure texture isn't bound
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// Could change resolution of buffer here
// Not doing this because reflection/refraction modes look best at full resolution
// glViewport(0, 0, m_width, m_height);
}
void FrameBuffer::unbind()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// glViewport(0, 0, display m_width, display m_height);
}
void FrameBuffer::addTextureAttachment()
{
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_width, m_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texture, 0);
CHECK_GL_ERRORS;
}
void FrameBuffer::addDepthTextureAttachment()
{
glGenTextures(1, &m_depthTexture);
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, m_width, m_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_depthTexture, 0);
CHECK_GL_ERRORS;
}
void FrameBuffer::addDepthRenderBuffer()
{
glGenRenderbuffers(1, &m_depthRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthRenderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_width, m_height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthRenderBuffer);
CHECK_GL_ERRORS;
}
GLuint FrameBuffer::texture()
{
return m_texture;
}
GLuint FrameBuffer::depthTexture()
{
return m_depthTexture;
}