Added FrameBuffer wrapper class
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@@ -8,6 +8,7 @@
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//TODO: Temp resourceManager
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#include "../Core/ResourceManager.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Util/FrameBuffer.h"
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class Renderer : public IRenderer
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{
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@@ -22,7 +23,7 @@ private:
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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float m_CameraMoveSpeed;
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GLuint m_PickingBuffer;
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FrameBuffer m_PickingBuffer;
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GLuint m_PickingTexture;
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GLuint m_DepthBuffer;
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@@ -0,0 +1,64 @@
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#ifndef FrameBuffer_h__
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#define FrameBuffer_h__
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#include "OpenGL.h"
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#include "GLError.h"
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class BufferResource
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{
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public:
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BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
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GLuint* m_ResourceHandle;
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GLenum m_ResourceType;
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GLenum m_Attachment;
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private:
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};
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template <GLenum RESOURCETYPE>
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class ResourceType : public BufferResource
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{
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public:
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ResourceType(GLuint* resourceHandle, GLenum attachment)
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: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
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};
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class Texture2D : public ResourceType<GL_TEXTURE_2D>
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{
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public:
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Texture2D(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment) { };
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~Texture2D();
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};
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class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
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{
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public:
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RenderBuffer(GLuint* resourceHandle, GLenum attachment)
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: ResourceType(resourceHandle, attachment)
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{ };
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~RenderBuffer();
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};
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class FrameBuffer
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{
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public:
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FrameBuffer()
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: m_BufferHandle(0) { }
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~FrameBuffer();
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void AddResource(std::shared_ptr<BufferResource> resource);
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void Generate();
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void Bind();
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void Unbind();
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GLuint GetHandle();
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private:
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GLuint m_BufferHandle;
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std::vector<std::shared_ptr<BufferResource>> m_Resources;
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};
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#endif
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@@ -286,7 +286,7 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
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void Renderer::PickingPass()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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m_PickingBuffer.Bind();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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@@ -356,7 +356,7 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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// Will return a vec3 where RG is the PickColor and B is the Depth
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glm::vec3 Renderer::GetClickedPixelData(float x, float y)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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m_PickingBuffer.Bind();
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glm::vec2 pixelData;
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glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -389,19 +389,8 @@ void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better lo
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glGenRenderbuffers(1, &m_DepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
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glGenFramebuffers(1, &m_PickingBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_PickingTexture, 0);
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GLenum PickingBufferTextures[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, PickingBufferTextures);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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}
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@@ -0,0 +1,88 @@
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#include "Rendering/Util/FrameBuffer.h"
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BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
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{
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m_ResourceHandle = resourceHandle;
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m_ResourceType = resourceType;
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m_Attachment = attachment;
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}
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Texture2D::~Texture2D()
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{
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if (m_ResourceHandle != 0) {
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glDeleteTextures(1, m_ResourceHandle);
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}
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}
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RenderBuffer::~RenderBuffer()
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{
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if (m_ResourceHandle != 0) {
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glDeleteRenderbuffers(1, m_ResourceHandle);
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}
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}
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FrameBuffer::~FrameBuffer()
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{
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if (m_BufferHandle != 0) {
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glDeleteFramebuffers(1, &m_BufferHandle);
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}
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}
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void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
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{
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m_Resources.push_back(resource);
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}
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void FrameBuffer::Generate()
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{
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std::vector<GLenum> attachments;
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glGenFramebuffers(1, &m_BufferHandle);
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glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
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for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
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switch ((*it)->m_ResourceType) {
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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break;
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case GL_RENDERBUFFER:
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
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break;
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}
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GLERROR("FrameBuffer generate");
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
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attachments.push_back((*it)->m_Attachment);
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}
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}
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GLenum* bufferTextures = &attachments[0];
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glDrawBuffers(1, bufferTextures);
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if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
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exit(EXIT_FAILURE);
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}
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}
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void FrameBuffer::Bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
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}
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void FrameBuffer::Unbind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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GLuint FrameBuffer::GetHandle()
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{
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return m_BufferHandle;
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}
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