Removed sprite RenderQueue and moved FrameBuffer to rendering instead of rendering/util

This commit is contained in:
viktorljung
2015-12-08 10:37:24 +01:00
parent d556f964e6
commit c717dd7049
7 changed files with 5 additions and 27 deletions
+88
View File
@@ -0,0 +1,88 @@
#include "Rendering/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;
}