Added FrameBuffer wrapper class

This commit is contained in:
viktorljung
2015-12-03 18:32:01 +01:00
parent 6a24ed534a
commit aaa6b6ef20
4 changed files with 160 additions and 18 deletions
+2 -1
View File
@@ -8,6 +8,7 @@
//TODO: Temp resourceManager
#include "../Core/ResourceManager.h"
#include "Util/UnorderedMapVec2.h"
#include "Util/FrameBuffer.h"
class Renderer : public IRenderer
{
@@ -22,7 +23,7 @@ private:
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
float m_CameraMoveSpeed;
GLuint m_PickingBuffer;
FrameBuffer m_PickingBuffer;
GLuint m_PickingTexture;
GLuint m_DepthBuffer;
@@ -0,0 +1,64 @@
#ifndef FrameBuffer_h__
#define FrameBuffer_h__
#include "OpenGL.h"
#include "GLError.h"
class BufferResource
{
public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
GLuint* m_ResourceHandle;
GLenum m_ResourceType;
GLenum m_Attachment;
private:
};
template <GLenum RESOURCETYPE>
class ResourceType : public BufferResource
{
public:
ResourceType(GLuint* resourceHandle, GLenum attachment)
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
};
class Texture2D : public ResourceType<GL_TEXTURE_2D>
{
public:
Texture2D(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment) { };
~Texture2D();
};
class RenderBuffer : public ResourceType<GL_RENDERBUFFER>
{
public:
RenderBuffer(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment)
{ };
~RenderBuffer();
};
class FrameBuffer
{
public:
FrameBuffer()
: m_BufferHandle(0) { }
~FrameBuffer();
void AddResource(std::shared_ptr<BufferResource> resource);
void Generate();
void Bind();
void Unbind();
GLuint GetHandle();
private:
GLuint m_BufferHandle;
std::vector<std::shared_ptr<BufferResource>> m_Resources;
};
#endif
+6 -17
View File
@@ -286,7 +286,7 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
void Renderer::PickingPass()
{
glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
m_PickingBuffer.Bind();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
@@ -356,7 +356,7 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
// Will return a vec3 where RG is the PickColor and B is the Depth
glm::vec3 Renderer::GetClickedPixelData(float x, float y)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
m_PickingBuffer.Bind();
glm::vec2 pixelData;
glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -389,19 +389,8 @@ void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better lo
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
glGenFramebuffers(1, &m_PickingBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_PickingTexture, 0);
GLenum PickingBufferTextures[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, PickingBufferTextures);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
m_PickingBuffer.Generate();
}
+88
View File
@@ -0,0 +1,88 @@
#include "Rendering/Util/FrameBuffer.h"
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
{
m_ResourceHandle = resourceHandle;
m_ResourceType = resourceType;
m_Attachment = attachment;
}
Texture2D::~Texture2D()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
}
RenderBuffer::~RenderBuffer()
{
if (m_ResourceHandle != 0) {
glDeleteRenderbuffers(1, m_ResourceHandle);
}
}
FrameBuffer::~FrameBuffer()
{
if (m_BufferHandle != 0) {
glDeleteFramebuffers(1, &m_BufferHandle);
}
}
void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
{
m_Resources.push_back(resource);
}
void FrameBuffer::Generate()
{
std::vector<GLenum> attachments;
glGenFramebuffers(1, &m_BufferHandle);
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
break;
}
GLERROR("FrameBuffer generate");
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
attachments.push_back((*it)->m_Attachment);
}
}
GLenum* bufferTextures = &attachments[0];
glDrawBuffers(1, bufferTextures);
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
exit(EXIT_FAILURE);
}
}
void FrameBuffer::Bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
}
void FrameBuffer::Unbind()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GLuint FrameBuffer::GetHandle()
{
return m_BufferHandle;
}